TL;DR: This is not a revenge post. Only arguments, nothing personal, save maybe this “sign of adoration of stupidity”—if you don’t get it, that’s okay, it’s food for troll. Surviving leukemia taught me that immediate reactions are a waste of perfectly good neurotransmitters. So I try not to engage online folks with strong opinions and…
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 should have been titled: “Cortex’s Contests as Sequential Bayesian Games with Behavioral Strategies.” It was a bit much, so I left the Bayesian part out.
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).
Improvising NPCs with Apocalypse World’s motto—“Name everyone, make everyone human”—David Hume’s philosophy, and Cortex Prime’s ruleset. What could go wrong?
A go-to game design move leverages PC-to-PC backstory for “emergent gameplay,” but there’s a possible alternative based on PC-to-NPC relations that may complement it or suit some players better.
This post explores how Apocalypse World and Cortex disrupt the old “let’s just role-play this!” attitude slightly differently, and how to use these differences to enrich roleplay.
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.