Player-facing metacurrency earning is not a thing in Fate, but this post includes a recipe to make it work. Probably.
Narrative fallout is often offered as a way to escape failure in narrative TTRPGs. This post analyses three systems implementing “costly success” and concludes with an observation, a hypothesis, and a gameplay option.
In the inaugural post of this new series, I discuss narrative support and cognitive organization, with examples from Fate RPG and Cortex Prime. The ideas are half-baked, but I got this. Probably.
Overcome actions are one of four in Fate RPG, but they’re more subtle than they look and pop up in other TTRPGs in ways that are subtly different, and this post goes through a few.
This post looks at Fate’s Create an Advantage through the lens of other rulesets, then loops back to Fate and the sad condition outnumbered Big-Bads.
Cortex Prime changes the very concepts of success and failure, there’s a cognitive science theory that can prove it, and a few visuals are all that’s needed to show how.
After trying to hack Fate for crafting and nearly breaking it, I re-evaluated my expectations, and jumped off the Fate hacking ship onto the Cortex lifeboat, with a sketch of a crafting mod, that won’t break anything (hopefully).
A Skill-list option from Fate Condensed solves a minor Cortex issue and yields a solid let’s-try-Cortex-out build for Fate folks as a byproduct.
This post offers guidelines to to get a lot out of the Skill pyramid, the Adjective Ladder, and Fate points, without breaking too much the narrative flow with pesky dice rolls—and call them “Dice-less Rules” because why not. But it’s not a hack. Promise.
If Fate had only one action, it would be Overcome—or rather, Overcome*—but is it smart? Maybe not, but it’s smart*