An example from actual gameplay shows how D&D magic leads to ontological hurdles that Fate-based Magic altogether avoids.
Category: Fate
Metagame Monday–The Electrum Rule
Combine Fate’s Golden and Silver Rules, get an alloy, improve your game (<5 min. read).
Fate/Apocalypse–Moments In Fate [GUEST]
A Powered by the Apocalypse-inspired mechanic for the Fate role-playing game.
Hardwired Fate–Cyberpunk Scarcity Without Bookkeeping
Cyberpunk is all about quick gains & losses and counting your bullets, not bookkeeping. Here’s how to have your cybercake, and eat it too.
Theory Thursday–The Logic of Discovery in RPGs (Part III)
Community feedback from Part I & II made me realize what really matters about in-game discovery. Here’s the result, with due credit where credit’s due.
Bronze Rulz!–Sufficiently Advanced Magic (Part II)
Fate’s Minimal Magic-and-Crafting system (from Part I) is beefed up to do cool stuff.
Fiddling Friday–Fate Magic Without Hack
Not one, but two minimal magic systems for Fate—one of them courtesy of the community.
Monkeying Monday–“Cyberpunk Magic” in Fate
If you monkey around with Fate’s implied minimal magic system, you get “cyberpunk magic” (aka cinematic hacking).
Fiddling Friday–Strength in Numbers: Mobs in Fate
There’s an alternative to Teamwork to handle mobs in Fate that does not amount to perfect coordination nor extrapolates too much from Fate vanilla rules.
Bronze Rulz!–Sufficiently Advanced Magic (Part I)
Fate has an implicit magic system, but powerful magic items require to bridge a gap in Condensed rules.