I've been interested in FATE for a while. It's a great premise for a game system but so different from games like D&D that I'm really taking some time to wrap my head around it.
One of the great things about FATE is that there are so many great ideas in the base material! The Evil Hat Patreon/Worlds of Fate series has amazing ideas. The Fate System Toolkit and Adversary Toolkit are awesome products - in fact, the Regency Romance spread in the Adversary Toolkit will probably be the first FATE game I run, because it's something my wife has wanted for a long time.
The hardest thing to understand how to do well in FATE is aspects. Suggestions in Fate Core is that aspects have both positive and negative connotations as well as boundaries. Instead of 'Strongest Man Alive', a good aspect would be 'Strongest Man in the State'.
That final quality defines the possibility of conflict with other 'strong men' in other states. There are many other things that could be used as game fuel here as well - what about the strongest woman in the state? The title implies conflict or competition - who would challenge that title? How would they do so?
A game system that's really helping me understand FATE better is the Cypher System from Monte Cook Games. Their formula of character Descriptors, Types and Foci gives me an idea of how characters could have a High Concept and Aspects. I imagine that the combination of Descriptor and Type make a generic High Concept (something that is not necessarily setting-oriented or connected to background), while the Focus is an example of an Aspect that also influences the Stunts a character uses. There are other systems that give me ideas about Aspects as well, but the Cypher System is particularly descriptive and evocative.
Having Aspects that can be Invoked and Compelled is the heart of FATE. This is the thing I like most about the system; the fact that it seems to really lend itself to 'real life' scenarios. The games I want to run with FATE are those that really don't need high-level, high-octane rule sets or characters.
I want to run a cooking show game, like the Uranium Chef World of Fate setting, but with everyday people and ingredients.
I want to run the small-town drama game with a simple plot, like the football star who's gone off to war and comes home different.
I think the strength of FATE is in the simple games that you can play with it. I don't know how I feel about Skills (Fate Core) v. Approaches (Fate Accelerated). I think I want the grit of Skills but expect to downplay combat.
So story ideas for FATE, based on my preferences:
A 10-year high school reunion has a group of friends reflect on a traumatic experience.
With a natural disaster on the horizon, a group of average people need to prepare for the worst.
or
After a natural disaster, a group of friends search for a missing person.
A group of young people deal with rumors of something hidden that will change their town.
A fixed-rent apartment building in the big city is going up for sale, forcing its occupants out.
One of the great things about FATE is that there are so many great ideas in the base material! The Evil Hat Patreon/Worlds of Fate series has amazing ideas. The Fate System Toolkit and Adversary Toolkit are awesome products - in fact, the Regency Romance spread in the Adversary Toolkit will probably be the first FATE game I run, because it's something my wife has wanted for a long time.
The hardest thing to understand how to do well in FATE is aspects. Suggestions in Fate Core is that aspects have both positive and negative connotations as well as boundaries. Instead of 'Strongest Man Alive', a good aspect would be 'Strongest Man in the State'.
That final quality defines the possibility of conflict with other 'strong men' in other states. There are many other things that could be used as game fuel here as well - what about the strongest woman in the state? The title implies conflict or competition - who would challenge that title? How would they do so?
A game system that's really helping me understand FATE better is the Cypher System from Monte Cook Games. Their formula of character Descriptors, Types and Foci gives me an idea of how characters could have a High Concept and Aspects. I imagine that the combination of Descriptor and Type make a generic High Concept (something that is not necessarily setting-oriented or connected to background), while the Focus is an example of an Aspect that also influences the Stunts a character uses. There are other systems that give me ideas about Aspects as well, but the Cypher System is particularly descriptive and evocative.
Having Aspects that can be Invoked and Compelled is the heart of FATE. This is the thing I like most about the system; the fact that it seems to really lend itself to 'real life' scenarios. The games I want to run with FATE are those that really don't need high-level, high-octane rule sets or characters.
I want to run a cooking show game, like the Uranium Chef World of Fate setting, but with everyday people and ingredients.
I want to run the small-town drama game with a simple plot, like the football star who's gone off to war and comes home different.
I think the strength of FATE is in the simple games that you can play with it. I don't know how I feel about Skills (Fate Core) v. Approaches (Fate Accelerated). I think I want the grit of Skills but expect to downplay combat.
So story ideas for FATE, based on my preferences:
A 10-year high school reunion has a group of friends reflect on a traumatic experience.
With a natural disaster on the horizon, a group of average people need to prepare for the worst.
or
After a natural disaster, a group of friends search for a missing person.
A group of young people deal with rumors of something hidden that will change their town.
A fixed-rent apartment building in the big city is going up for sale, forcing its occupants out.
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