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Fate Core vs LIFTS

Compare Fate Core and LIFTS side by side. See differences in complexity, dice, genre, cost, and more.

Fate CoreLIFTS
GenreUniversalUniversal
TagsNarrative, Rules-Light, Tag-Based, Freeform Magic, Social Combat, Improvisation, CC-Licensed RulesExperimental, Diceless, Comedy, Gonzo, Rules-Light, One-Shot Friendly, Narrative, GM-Less, Collaborative, Mission-Based
Core MechanicRoll 4 Fudge dice + skill vs. difficulty. Spend/earn Fate points to invoke aspects.Resolution is diceless and varies by the included game. In Roboflex, a disagreement with the Muscle Master becomes an exercise challenge. Minor conflicts set an easy, moderate, or hard target (5, 10, or 20 sit-ups in a social conflict), multiplied by the player's self-chosen fitness level of one to three. Major conflicts pit the player directly against the Muscle Master, such as a sprint to the end of the block and back. A relevant skill or profession grants a small edge, such as crunches instead of sit-ups or a head start. The winner is right about the disputed outcome. Several Volume 2 games instead attach an exercise to each move, with a 0 Flex failure and a list of selectable Flex effects. The Moon game grades success against both the Muscle Master and the player's previous rep count. Vegetables: The Recommended has each move spend a day from the player's logged meal planner, and that day's Flex rating sets the result.
Dice4dF (Fudge dice)Diceless
ComplexityLowLow
AccessibilityVery HighMedium
RunnabilityVery HighLow
LicenseCC BY 3.0All Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherEvil Hat ProductionsKorvidae Games
Year20132019
LanguagesEnglish, French, German, Spanish, PortugueseEnglish
Best ForNarrative-focused groups who want to tell collaborative stories in any genre with minimal rules.Groups who want to turn game night into a workout, playing short comedic parodies of familiar RPG genres where push-ups, planks, and runs decide outcomes instead of dice.
HighlightsGenre-agnostic, encourages narrative play, free rulesRoboflex lets each player pick a fitness level from one to three that multiplies minor-conflict targets, so mixed-fitness groups face individually scaled exercise counts. Several games tie in-game power to real habits between sessions, such as vampire Vitae earned from gym visits and healthy meals. Eliminated Muscle of the Week players can still change a survivor's conflict outcome by holding a wall sit, though they cannot defeat the monster this way.
ConsiderationsThe aspect economy demands constant creative input that can exhaust players. Character differentiation can blur with freeform aspects. The game requires system mastery from the GM to run smoothly.Most games require real exertion and open space: ShadowRunning missions are group runs of 30 to 90 minutes, and The Forest Gymn & Picnic recommends a two to four mile hike. For players who cannot perform an exercise, the exercise-based games say only to find an alternative and give no structured adaptation list. Some games draw on players' real lives: the Moon game invites each player to share a personal problem for group advice, and Vegetables expects a week of logged meals, with a preset Flex fallback for players who cannot log.