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The Princess Is In Another Castle

A couple of people asked in comments yesterday what I mean by unfairness. I started to reply, but it ran long enough to turn into today’s post. Now, while it would be easy to turn to fiction for examples, the simple truth is that most any good example of unfair from fiction would be a […]

Fate and Its Branches

As is the nature of any open system, Fate has grown a number of branches over the years. Honestly, not even I have managed to keep track of them all. I’d like to change that, at  least a little, and make sure we catalog them reasonably well here at the site. I’m starting with this […]

Hack: Use Fate’s Zones with 4e

So, you like Fate‘s idea of zones, and you’re not a fan of the one-inch-square map gig, but you’re playing 4e, and you definitely want to see a map get some action, just not one with all of that regimentation and orderly geometry. How to mix 4e play with Fate’s zones? This is a very […]

Stress, Consequences, and the Fractal

Today I’m going to dig deeper into the notion of stress and consequences in Fate, and talk about how the principle of the Fate Fractal can be applied to complicate the model (in a good way). A Few Words About Stress When it comes down to it, consequences are the real meat of the system, […]

The Fiction of 4e

An interesting discussion the other day got me thinking about the fiction of 4e. Not in terms of novels and the like (though I’m sure those would be an interesting subject) but rather in the fiction implicit in the game. This is not, to my mind, about the little map in the back of the […]

The Core of Fate Core, Part II

So, Fred’s post talks a lot about what Fate Core has been. My main interest is in where it’s going. That’s what this post is about, as a supplement to Fred’s post. In that sense, the title might be misleading – I’m thinking out loud a lot throughout, more interested in asking questions and exploring […]

The Core of Fate Core

I’ve seen folks describe Fate in a variety of ways. Collect them all together and it becomes a big jumble of paradoxes. It’s rules light and it’s heavy, etc. And it’s true, we’ve certainly “overwritten” our Fate 3 based games out of a great love for explanation, examples, guidance, and advice. But at the end […]

Building a Challenge

Ok, let’s do this thing: Climbing the MountainOk, the mountain. It’s big, it’s windy, it’s snowy, there are bad things living there that want to eat your face. You guys need to get to the top, probably because there’s some ancient city or something up there. I dunno. Make something up. For reference, let’s say […]

What Doesn’t Work

I put out a call for challenge requests and got some interesting ones, but what struck me that that many of them were most interesting for why they don’t work, so I’m going to be doing counter-examples today. These are all things you might want to do in a game, but they’re not necessarily good […]

Mapping the Challenge

Not every challenge needs a map (or equivalent) to work well. Often the challenge revolves around something large and amorphous which can be engaged by any character at any time. However, maps make challenges more interesting. It’s possible that’s backwards. It may be more accurate to say that challenges with different fronts, which allow different […]