If Fate had only one action, it would be Overcome—or rather, Overcome*—but is it smart? Maybe not, but it’s smart*
Monkeying Monday–Story Junctions
A never-ending quest to become a better Fate GM sent me on a sidetrack, but I came back with a cool prep trick.
Apocalypse/Cortex–On Threats, Dice Rolls, and Not Being a Dick
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.
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.