If Fate had only one action, it would be Overcome—or rather, Overcome*—but is it smart? Maybe not, but it’s smart*
Continuing the series on one-shot Fate, after character- and game-creation, this post brings a full “generic” adventure (almost) ready to play.
Fate has four scene types, but enough subtypes to get confused, so understanding their building blocs helps get one’s bearings.
Castle Falkenstein was a hot mess of a game with a free-form magic system that cross-breeds with Fate to great effects.
Let’s give Fate’s “Headshot Problem” a dose of Fiction-First medicine, within the confines of the rules as written.
Apocalypse World’s mechanics are close enough to Fate’s to mine them for gameplay, assuming a translation between the two systems; this post provides one.
An example from actual gameplay shows how D&D magic leads to ontological hurdles that Fate-based Magic altogether avoids.
Cyberpunk is all about quick gains & losses and counting your bullets, not bookkeeping. Here’s how to have your cybercake, and eat it too.
Not one, but two minimal magic systems for Fate—one of them courtesy of the community.
If you monkey around with Fate’s implied minimal magic system, you get “cyberpunk magic” (aka cinematic hacking).