Player-facing metacurrency earning is not a thing in Fate, but this post includes a recipe to make it work. Probably.
Narrative fallout is often offered as a way to escape failure in narrative TTRPGs. This post analyses three systems implementing “costly success” and concludes with an observation, a hypothesis, and a gameplay option.
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.
This post offers guidelines to to get a lot out of the Skill pyramid, the Adjective Ladder, and Fate points, without breaking too much the narrative flow with pesky dice rolls—and call them “Dice-less Rules” because why not. But it’s not a hack. Promise.
If Fate had only one action, it would be Overcome—or rather, Overcome*—but is it smart? Maybe not, but it’s smart*
A never-ending quest to become a better Fate GM sent me on a sidetrack, but I came back with a cool prep trick.
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.
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).
Continuing the series on one-shot Fate, after character- and game-creation, this post brings a full “generic” adventure (almost) ready to play.
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.”