This post explores the subtle art of not being a dick GM from a slightly different “fiction first” standpoint than Fate’s, with as much geeky stuff, but more dice-rolling, than usual.
Category: Fate
Bronze Rulz!–Equipment for Dummies [GUEST]
Guest author Paul tackles head-on “aspect spam” in Fate not as a problem, but as a solution (with a very thin Bronze-plating at the right places).
Master Your Fate–3: Get a Job
Continuing the series on one-shot Fate, after character- and game-creation, this post brings a full “generic” adventure (almost) ready to play.
Bronze Rulz!–…For Non-Actors
The Bronze Rule has sisters from other mothers and I took some inspiration from one of them to solve an issue I had with “agency.”
Metagame Monday–Lessons Learned in Fate
Fate places PCs’ advancement at the metagame level and out of the Players’ hands, but there’s a way to give some control back to Players.
Peter’s Principle*–Fate Scenes Deconstructed
Fate has four scene types, but enough subtypes to get confused, so understanding their building blocs helps get one’s bearings.
Hardwired/Apocalypse–Listen Up, You Proactive Screwheads!!!
GM-ing a cyberpunk game has always meant going for the PCs’ throats. Mining Apocalypse World for advice lets you do it the collaborative way. (<5 min. read)
Fate of Falkenstein–Vancian Sorcery Without Hack
Castle Falkenstein was a hot mess of a game with a free-form magic system that cross-breeds with Fate to great effects.
Fiddling Friday–LOST in Fate: Headshots, Death Blows & Other One-Hit Wonders
Let’s give Fate’s “Headshot Problem” a dose of Fiction-First medicine, within the confines of the rules as written.
Fate/Apocalypse–Moves & Stunts
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.