The important thing to remember about Fate is that while it is genre agnostic, it still pushes play back towards relatively pulp-styled, larger than life heroes who will tend to suffer interesting setbacks more than gruesome failures. It does a good job of emulating a lot of media as a result, but it would probably do poorly as a system for grittier, meaner sorts of play.
I think the most important thing you need to identify when picking an RPG system is: Do you want this to be a game about characters, or a game about overcoming challenges? Because most systems focus on one or the other – maybe with a minor in whichever one they didn’t pick, but there’s a clear focus.
D&D is a game about overcoming challenges. It doesn’t give a damn about your “character” except for a few weak nods from the Inspiration system in 5e; Forgot to check that chest for traps? Well, that’s on you, Mr. Playerperson – you didn’t play the game well enough and now your character is dead. You can have a character, but fundamentally the most important thing is NOT DYING.
On the other hand, you have games more like Fate, which, fundamentally are NOT about overcoming challenges. The expectation in Fate is that your characters will most likely eventually succeed – they’re extremely, vanishingly unlikely to meet their end because you, the player, did something “wrong”. But the game CARES about who they are. If your character is a mad scientist, the game is going to be constantly tempting you with opportunities to get into trouble by doing mad scientist stuff. With the expectation that, more often than not, you will embrace that trouble because it’s fun and interesting and by making a character who is a mad scientist, you are signaling that you want to do stuff like morally questionable experiments in the name of science, that you, the player, know probably won’t end well. There isn’t a sense of challenge.
Another way to view this dichotomy is “games that encourage you to avoid trouble” and “games that encourage you to embrace trouble.”
All that said, you may find yourself struggling to find “pre-written adventures” for many systems – especially the non-challenge based kind. It’s relatively easy to write a dungeon that half a dozen more-or-less interchangeable people looking to get rich while avoiding death can explore. It’s much harder to put together a generic “story” that will engage a bunch of non-interchangeable people.
The GOOD news is that there are a HEAPTON of RPGs out there for VERY modest investment ($10 or less for a PDF kind of thing) some of which are very good. I suggest creating an account on DriveThruRPG.com, because it’s basically the Steam of digital RPG media. Here are a few interesting things you can nab:
Beyond the Wall and Other Adventures – Kindof a weird love letter to old D&D. Will feel very familiar if you’ve ever played earlier D&D editions, but comes with a really interesting collaborative village generator which helps get everyone onboard, and it DOES have a good collection of FREE adventures. Challenge based, a minor in character.
Mindjammer – Not actually a system, but a sci-fi setting for Fate. I THINK it contains all the rules though.
Masks: A New Generation – Superheroes, but in a VERY specific vein. It’s basically intended to create the feel of a young supers team with lots of sometimes awkward interpersonal drama, ala Teen Titans or Young Justice. Cares less about what your character’s powers are and more about what their self image is. Super unique and clever, but may not hit the notes you’re looking for if you really want to know who wins in a punching match between Thor and The Hulk. All about the characters.
Tenra Bansho Zero – Honorable mention shoutout to my favorite RPG. Over the top anime action and drama. Was entirely groundbreaking for me. Mechanically will feel at least a little bit familiar to people from traditional RPG backgrounds, but has a lot of stuff that encourages people to be over the top and to not worry about death. Does have a few pre made scenarios available.


