Fate

“Crew, not Passengers”, the core difference between Fate and D&D

I’ve been reflected on the difference between D&D-style RPGs and Fate. It is a question that comes up a lot when talking about Fate. Yesterday the right phrase popped up in a conversation about something else. “Everyone is Crew, Not Passengers.” As a player in D&D you are a passenger. You have full control over …

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From Reddit: What would you change for a hypothetical new edition of Fate?

Streamline getting people playing the game faster. Both Monster of the Week and Blades in the Dark do this well. The players select playbooks, make some selections, and I spend five minutes explaining dice rolling and the game has started. The creative writing part of Fate—making aspects—is IMO the biggest barrier for play, especially for …

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Getting Permission to Enter a Foreign Land, Run as a Long Conflict (Fate RPG)

Summary: Conflicts can be more than physical or social and can take place on a timescale that isn’t moment-to-moment. I’m running a Musketeer-style game and the PCs are trying to sail into the port of a foreign country that has closed their borders. They would like to do this legally for story reasons (but are …

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The Disposable PC, for Fate

[et_pb_section admin_label=”section”] [et_pb_row admin_label=”row”] [et_pb_column type=”4_4″][et_pb_text admin_label=”Text”] Sometimes random people show up for a night of gaming and no one (GM or player) has had time to prep a character for that person to play. Sure, they could play one of the NPCs, but only if there is a fleshed out NPC with a character …

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