Fate Core vs Ishanekon: World Shapers
Compare Fate Core and Ishanekon: World Shapers side by side. See differences in complexity, dice, genre, cost, and more.
| Fate Core | Ishanekon: World Shapers | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Narrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, Open Source | Character Building, Crunchy, Tactical, Toolkit, Hackable, Open Source |
| Core Mechanic | Roll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects. | Skill Check — roll d10, add your level in the relevant Skill plus half the matching Stat Bonus (a stat's value minus 10), and meet or beat a difficulty from 1 (Very Easy) to 19 (Nearly Impossible). Attacks instead roll d20 plus a weapon's hit bonus against the target's Evasion. Combat runs in rounds where each character spends three Action Points per turn, with an attack costing two and a natural 20 adding bonus damage. The GM awards Narrative Momentum for inventive roleplay, which players spend together with Action Points on Cinematic Actions — freeform stunts resolved at the GM's discretion. |
| Dice | 4dF (Fudge dice) | d4–d20 |
| Complexity | Low | High |
| Accessibility | Very High | Very High |
| Runnability | Very High | High |
| License | CC BY 3.0 | CC BY 4.0 |
| Cost | Free (SRD) | Free |
| Publisher | Evil Hat Productions | Blaze Reason |
| Year | 2013 | 2022 |
| Best For | Narrative-focused groups who want to tell collaborative stories in any genre with minimal rules. | Groups who want maximal character customization in a free, setting-agnostic system — players who enjoy assembling a bespoke concept from a huge option pool and a GM willing to supply the world the rules deliberately leave blank. |
| Highlights | Genre-agnostic, encourages narrative play, free rules | Characters are assembled from ten Archetypes, more than 210 Sub-Archetypes, over a thousand Abilities, plus Paths, Talents, and Traits, giving a single concept many independent axes of mechanical customization. Abilities draw on a Willpower pool, and spending extra Willpower upcasts them on the fly — scaling effects like damage, area, targets, or duration up to a per-tier limit — so one ability flexes to the moment instead of being a fixed effect. Every feature carries a complexity rating from 1 to 4, and Beginner Traits, a Cinematic Rules mode, and thirteen alternative-rule modules let a group run the same engine as a rules-light game or a dense tactical one. |
| Considerations | Aspect economy demands constant creative input which can exhaust players, character differentiation can blur with freeform aspects, requires system mastery from the GM to run smoothly | Character creation draws from over a thousand abilities plus hundreds of talents and traits, so building a character means selecting from a very large catalogue rather than a curated short list. The system is setting-agnostic and ships with no default world, so a group must supply or adapt a setting before the customization options mean anything in play. Skill checks and attacks resolve on separate scales — d10 plus half a Stat Bonus for skills, d20 plus full bonuses against Evasion for attacks — so the two halves of the system use different math players must keep straight. |