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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 CoreIshanekon: World Shapers
GenreUniversalUniversal
Play StyleNarrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, Open SourceCharacter Building, Crunchy, Tactical, Toolkit, Hackable, Open Source
Core MechanicRoll 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.
Dice4dF (Fudge dice)d4–d20
ComplexityLowHigh
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCC BY 3.0CC BY 4.0
CostFree (SRD)Free
PublisherEvil Hat ProductionsBlaze Reason
Year20132022
Best ForNarrative-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.
HighlightsGenre-agnostic, encourages narrative play, free rulesCharacters 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.
ConsiderationsAspect economy demands constant creative input which can exhaust players, character differentiation can blur with freeform aspects, requires system mastery from the GM to run smoothlyCharacter 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.