A) have a very broad definition which would have added dozens of objects - formerly known as asteroids - both in the asteroid belt and the Kuiper belt to the traditional number of planets
B) add a "...and Pluto" to the definition which defeats the whole point of a definition if you start with exceptions or
C) drop the planet status of Pluto.
An object must have cleaned its neighborhood, so it has more mass then all the other objects on this orbit combined. The reason was to prevent a flood of "new planets" from both the asteroid belt and Kuiper belt. There are quite a few Pluto sized objects in hydrostatic equilibrium (rounded thanks to their own gravity) that don't do fusion (it's a sun if it does). Add the "cleared it's neighborhood" citerion and you get eight planets.
Bad luck, Pluto. Take a fate point.
_ ...Fate Core is revolutionary because rather than trying to emulate a particular genre or theme, it captures an entire philosophy of gaming: namely, the idea of collaborative design. Almost every part of a Fate Core game is tailored to the exact specifics of you and your table of friends. Many, many RPGs in the past, from GURPS to Hero System, have flaunted themselves as “generic” games, but what that’s always meant is that they have rules for everything; you can just decide what rules to apply dependent on the game you want to play. Fate Core doesn’t take this kitchen sink approach to game design; instead, it designed rules that are truly capable of emulating anything, within a particular style... _
I've got a background in GURPS and particularly the Hero System; personally I find Fate to be philosophically very similar to the grand old "universal systems", not surprising given its origins in Fudge.
All game systems are somewhere on a spectrum of abstraction, and all game systems have some kind of a scope around what sorts of things they are intended to be used for. There is often an inverse correlation between these two vectors.
The "revolution" of Fate, to my mind, was in increasing the abstraction level to a more elegant and minimalistic set of rules without a commensurate decrease in the "universal" scope.
That's not to say that Fate is equally good for all genres; there are some genres that Fate has some anti-synergy with (horror being the notable example), but even in those areas it can still be put to good use with some modification. The same is true of other "universal" systems; GURPS gets a little wonky on the high end and the Hero System requires some additional complexity via optional rules to gear down to gritty realistic play for example.
In my opinion, GURPS and the Hero System are fantastic games and remain as viable today as they ever were. Fate is a very worthy inclusion amongst the ranks of strong general-purpose "universal" systems, but its existence doesn't make other systems redundant.
Personally, for me, the decision largely comes down to time. These days with kids, wife, a demanding career, and other hobbies to juggle my time is incredibly taxed. I'm pretty much always the GM, and thus running an RPG game demands a chunk of my time. Given a surplus of time, I would tend to run games in my all time favorite Hero System, but the reality is I don't have such a time surplus, and I can run an equivalently dynamic game with Fate with a substantially smaller time investment.
Bottom line, I'm a poly-amorous gamer. I love the Hero System, and I love Fate, (and other games as well), and I love that both are available to me to capriciously choose between.
Back to the premise of the article, and the author's stated tendency to compare everything to Fate...such is his prerogative and it is useful to compare and contrast things, but it is also useful to objectively evaluate things on their own merits and flaws.
- Evil Hat ProductionsCo-President, 2004 - present
Interview: “Atomic Robo The Roleplaying Game” : Critical Hits
Maybe you're a fan of the many award-winning Dresden Files Roleplaying Game, powered by the FATE game engine. Maybe you're a fan of
Daniel Solis: Artist Style Guide for Pop & Locke's Last Heist
As with any project where I hire an artist, I've put together an Artist's Style Guide for Pop & Locke's Last Heist. This is
Review: Dinocalypse Now by Chuck Wendig | In Case of Survival
Review of Chuck Wendigs Dinocalypse Now.
Atomic Robo: the Roleplaying Game | Atomic-Robo.com
Short version: we're teaming up with Evil Hat Productions to make our comic book into an interactive game of your mind. And also the min