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Fate Systems, Settings and Supplements -- What's interesting? Favorites? Free / "Pay What You Want" / Pay

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MattBx8
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Marketplace Creator
Sheet Author
Hello Everyone, There are a lot of Fate Systems, Settings and Supplements out there. Some are free, some are "pay what you want" and some are pay. Some are professional, some came from Kickstarters, some are on blogs and some are labors of love. Which ones are interesting to you? What's your favorite? What makes you go "huh" or "hmmmm"? I've got a few that I think are pretty interesting: Apotheosis Drive X - Princess Drive is a free Fate Accelerated Edition magical girl mecha game. The Fate Codex ,  Year One and  Year Two Compilations (Year Three upcoming). The Fate of Hârn , translating Hârn to Fate! These are just a few. I'll add some more. What are yours? /Matt
1490165740
Rob
Pro
Sheet Author
For me the ones that literally drip theme , Tianxia : blood,silk and jade for how it does martial arts  ,  mindjammer for how it represents the universe , those two I think have something special
Some stuff that I would like to try is Transhumanity's FATE, Atomic Robo, and Spirit of the Century/Strange tales of the Century.
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Edited 1490204729
Pierre S.
Pro
Translator
The Fate System Reference Document page tries to maintain a comprehensive list of Fate Core-compatible products at the bottom of this page: <a href="https://fate-srd.com/" rel="nofollow">https://fate-srd.com/</a> You will notice that, in addition to Fate Rules, they have revealed some details of world-settings previously published, so they are essentially free to see now:&nbsp; Atomic Robo, Frontier Spirit, Gods and Monsters, Sails Full of Stars, Three Rocketeers, Venture City, and War of Ashes. I am not so much into the World booklets because they are only 50 pages each.&nbsp; Some are pretty gonzo setting ideas but I did like The Secrets of Cats and Save Game (pay what you want or PWYW).&nbsp;&nbsp;Save Game is like Tron or Wreck-It Ralph where you are characters in video-games. I have really crunched through the big 300-400 page worlds for Fate you should be aware of (pay, from 3rd-party companies): -- INTERFACE ZERO 2.0: Fate Core Version &nbsp;(Gun Metal Games):&nbsp; This is an awesome cyberpunk setting which they wrote before for the Savage Worlds rules system and Modern20 and now a version for Fate Core and, soon, for Pathfinder rules.&nbsp; Centered mainly on the city of Chicago, it does have ample descriptions of every area of the world.&nbsp; There are many character types:&nbsp; traditional martial-arts ninjas who are cyber-enhanced, mercenaries, hackers, uplifted animals such as intelligent bears, all trying to survive by doing jobs or "shadowruns".&nbsp; Fate Core rules modifications are in it&nbsp;but you must consult the Fate&nbsp;Core System book for basic Fate rules. -- UNWRITTEN:&nbsp; Adventures in the Ages of Myst (InkWorks Productions):&nbsp; Yes, this is a game to simulate adventures like the MYST series of computer games.&nbsp; The D'Ni civilization has left an underground city and Linking Books to mysterious dimensions called Ages.&nbsp; Humans have discovered this city under the desert of New Mexico, but are forming factions with different ideas of what to do about it.&nbsp; The Fate rules are integrated into the book; you need not consult the Fate Core System book in addition.&nbsp; A gentle non-violent game of investigation and discovery, there is no Attack action as such! Be sure to download their free supplements if you get a .pdf or hardcover of the main rulebook. -- BAROQUE SPACE OPERA (Mark Kowaliszyn):&nbsp; This is my favourite so far.&nbsp; Adventure in the far-future but hidebound and corrupt society of the Dominated Worlds, where a Tyrant has ruled for 150,000 years.&nbsp; Resurrection technology, genetic modification, FTL travel, mind-transfer into machines, an Internet called The Pattern, automata, nanomachine-tossing transmuters who look like mages tossing pixie-dust, lots of good stuff.&nbsp;&nbsp;The tech&nbsp;is so advanced it is all handled as magic so the GM doesn't need a lot of "techie" knowledge.&nbsp; Houses, factions&nbsp;and aliens intrigue in an environment where the Tyrant forbids direct conflict.&nbsp; It is mostly setting with modified Fate Core rules (Notice is not a skill but an Action achievable in different ways; some super-soldiers have very high custom sets of Stress Boxes and so do large starships).&nbsp; The basic Fate Core rules are not included.&nbsp; A wild ride heavy on a setting similar to Dune, LEXX, Metabarons or The Incal. -- BULLDOGS! (Galileo Games) : &nbsp; They had a version for old FATE rules but now a new one for Fate Core (a d20 version also existed).&nbsp; A SF setting&nbsp;about poor desperate working stiffs who sign on to the TransGalaxy Corp. for 5 years, hauling the Class D cargo no one wants, to places no one else wants to go.&nbsp; Amusing alien species with species Abilities, mayhem, stress-boxes&nbsp;are tweaked&nbsp;for rock 'em sock 'em action.&nbsp; Fate Core rules are explained within it.&nbsp; Their Kickstarter is close to finished with a wide variety of adventure supplements to it. -- DIASPORA (VSCA Publishing):&nbsp; This SF game came out in 2009 for the earlier FATE 3rd-edition rules system.&nbsp; I think it has powerful ideas (inspired by their favourite game, TRAVELLER), but until they publish a revision for Fate Core, if ever, the old system may take some getting used to.&nbsp; All the rules are free to view in their System Reference Document, and there are other small extras and a character sheet elsewhere on their page. A few highlights:&nbsp; players collectively generate a "cluster" of 6-12 star-systems with Technology, Environment and Resource levels, and add 3 planetary Aspects.&nbsp; Settlement occurred a long time ago and civilization may have risen and fallen several times, meaning archeology is an important skill because it may turn up gadgets (and weapons) from the past.&nbsp; Travel is difficult between&nbsp;systems because&nbsp;you have to reach a spot above or below the sun perpendicular to the orbital plane and that takes days, then make a Jump.&nbsp; "Heat" is a concern for spaceships; waste heat generated from power-generation and especially Jumping must be radiated away.&nbsp; A ship is not at its best right after a Jump.&nbsp; The game goes into mini-games for Combat, Platoon-Level Combat (*cough* Starship Troopers *cough*), Spaceship Combat and Social Combat, which is good because if players are not certain how to proceed, there might be one of these mini-games to show the way. <a href="http://www.vsca.ca/Diaspora/diaspora-srd.html" rel="nofollow">http://www.vsca.ca/Diaspora/diaspora-srd.html</a> -- LEAVES OF CHIAROSCURO (Bennett-Burks Design):&nbsp; This is an alternate-history of Renaissance Italy centered on the city of Bologna.&nbsp; Magic exists (under the stern supervision of the Church) but history deviates in certain ways, especially the fact that some citizens of the free cities are magical races with ancestry from angels, demons, dragons, other animals, or&nbsp;elementals.&nbsp; A detailed magic system for the setting in Fate Core rules is given, and notes on fantasy dimensions accessible from the "real" world.
-- DIASPORA (VSCA Publishing):&nbsp; This SF game came out in 2009 for the earlier FATE 3rd-edition rules system.&nbsp; I think it has powerful ideas (inspired by their favourite game, TRAVELLER), but until they publish a revision for Fate Core, if ever, the old system may take some getting used to.&nbsp; All the rules are free to view in their System Reference Document, and there are other small extras and a character sheet elsewhere on their page. A few highlights:&nbsp; players collectively generate a "cluster" of 6-12 star-systems with Technology, Environment and Resource levels, and add 3 planetary Aspects.&nbsp; Settlement occurred a long time ago and civilization may have risen and fallen several times, meaning archeology is an important skill because it may turn up gadgets (and weapons) from the past.&nbsp; Travel is difficult between&nbsp;systems because&nbsp;you have to reach a spot above or below the sun perpendicular to the orbital plane and that takes days, then make a Jump.&nbsp; "Heat" is a concern for spaceships; waste heat generated from power-generation and especially Jumping must be radiated away.&nbsp; A ship is not at its best right after a Jump.&nbsp; The game goes into mini-games for Combat, Platoon-Level Combat (*cough* Starship Troopers *cough*), Spaceship Combat and Social Combat, which is good because if players are not certain how to proceed, there might be one of these mini-games to show the way. <a href="http://www.vsca.ca/Diaspora/diaspora-srd.html" rel="nofollow">http://www.vsca.ca/Diaspora/diaspora-srd.html</a> Came here to post this:&nbsp; Diaspora is fantastic!&nbsp; The collaborative setting creation is absolutely phenomenal---quick, fun, and where almost anything is possible---and the way stories can be separated by the cluster's systems allows for rotating Gamemasters like few other systems do.&nbsp; Diaspora can handle everything from Firefly to Battlestar Galactica , but I think it's most analogous to The Expanse .
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Edited 1490221184
Pierre S.
Pro
Translator
For Diaspora , I found it odd that the GM and players collaborate to design planets, but the GM doesn't know what kind of planetary environments they are getting in advance and would not have much time to write adventures accordingly.&nbsp; I guess it would work if the GM focuses on power-groups and factions, like big megacorporations that would function on any planet, and plan some stories in advance based on that.&nbsp; There will be high-tech and low-tech planets, developed or not, garden-environment or airless or other.&nbsp; Add 3 Aspects each, even quirky stuff such as "Sulfur Snow is Toxic".&nbsp; Players can be allocated to do about 2 planets each and their character can be native to one of the planets.&nbsp; If a new detail needs to be made up on the spot, let the player decide it!&nbsp; This was to give players a reason to be "invested" in the game because they made the settings. In old-school Traveller gaming, rules existed to roll dice and spit out number statistics for star-systems (one dominant planet was assumed, and interplanetary travel was so easy that the whole system was assumed to be the same culture).&nbsp; There were six planet stats, and sometimes these were dependent on a previous stat.&nbsp; There were many more planetary stats and outcomes than Diaspora but they were fixed, and the GM came up with any wild "aspects" verbally.&nbsp; We used to program computers to spit out entire star sectors and it worked even on the&nbsp;unbelievably crude computers of the time!&nbsp; Sector generators for many versions of Traveller exist as Web utilities.
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Edited 1490222951
Pierre S.
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I have some more Fate products to mention: -- ROCKALYPSE (Four-in-Hand Games): &nbsp;Their site is&nbsp; <a href="http://fihgames.com/" rel="nofollow">http://fihgames.com/</a> &nbsp;Rockalypse works for Fate Core or Fate Accelerated Edition and has no combat. &nbsp;Instead, player-characters fight opponents through music-duels by working out songs embellished with the new skills Melody, Harmony, Rhythm and Rhyme. &nbsp;Characters must collaborate between drummer, bass player, lead guitar, singer and so forth. &nbsp;You decide exactly what the setting is: &nbsp;cyberpunk, grim Mad Max/Road Warrior land, teenage high-school, zombie apocalypse and more. &nbsp;It's all pretty silly fun meant to imitate certain movies and TV shows such as Rock and Rule , Scott Pilgrim vs. the World or Six-String Samurai . &nbsp;Available now on DriveThruRPG, and some smaller pay-what-you-want versions are available: <a href="http://www.drivethrurpg.com/product/175436/Rockaly" rel="nofollow">http://www.drivethrurpg.com/product/175436/Rockaly</a>... &nbsp; &nbsp; &nbsp;(for Fate Core) <a href="http://www.drivethrurpg.com/product/203700/Rockaly" rel="nofollow">http://www.drivethrurpg.com/product/203700/Rockaly</a>... &nbsp; (for Fate Accelerated) The US$9.99 version is the full game for both. -- AEON WAVE (by Michael E. Shea, SlyFlourish Games): &nbsp;I have a thing for "cyberpunk" themed games. &nbsp;In this game the great technological advancements came from a mysterious artifact orbiting Mars which blasted out an encrypted signal. &nbsp;Everybody in the world recorded it, but only the big megacorporations are decrypting it (think of the decryption scenes in the movie Contact ), to bring out wonders called Aeontech. &nbsp;Unfortunately, the huge progress is degrading the environment and humans may only have about 200 years to live. This is a booklet comparable to the Fate Worlds booklets put out by Evil Hat itself, but an interesting premise. &nbsp;Much of the booklet is taken up with an adventure. &nbsp;There is less thought to rules; for example, to hack the 'Net you simply use the conventional Fate skills like Burglary and Deceive in redefined ways. <a href="http://aeonwave.com/" rel="nofollow">http://aeonwave.com/</a> Also on DriveThruRPG at&nbsp; <a href="http://www.drivethrurpg.com/product/124481/Aeon-Wa" rel="nofollow">http://www.drivethrurpg.com/product/124481/Aeon-Wa</a>... I was impressed by it and even set up a game for some players but that fizzled. &nbsp;You can still look at my External Notes for the planned campaign and the game's rules. &nbsp;The trouble is that the Handouts only zoom out for players and are not presented in folders. &nbsp;I also worked out some short rules for Drones and tokens for fan-blade flying vehicles I called the Cardinal and the Blue Thunder (did you know you can stretch a Token to an obscene size?): <a href="https://app.roll20.net/campaigns/journal/822909" rel="nofollow">https://app.roll20.net/campaigns/journal/822909</a>
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Pierre S. said: For Diaspora , I found it odd that the GM and players collaborate to design planets, but the GM doesn't know what kind of planetary environments they are getting in advance and would not have much time to write adventures accordingly.&nbsp; I guess it would work if the GM focuses on power-groups and factions, like big megacorporations that would function on any planet, and plan some stories in advance based on that. Naw, you're going about it all wrong :)&nbsp; The GM doesn't plan anything before cluster creation---in fact, you might not even know who the GM is (perhaps you've decided each player will GM adventures taking place on the planets they've created).&nbsp; Ideally, cluster and character creation takes an entire session.&nbsp; This way, stories can take immediate advantage of the unique characteristics of the cluster your group has created---something I don't think any GM should sacrifice in order to plan ahead the skeleton of an "all-purpose" adventure.&nbsp; Honestly, this collaboration is one of the coolest and most unique parts of Diaspora !
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I have run three long-term FATE Core campaigns on Roll20 using A Spark in Fate Core . Each campaign was very unique, extremely collaborative, and required no additional supplements to run. I highly recommend trying it.
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Edited 1490740731
Pierre S.
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Translator
Ryan said: Came here to post this:&nbsp; Diaspora is fantastic!&nbsp; The collaborative setting creation is absolutely phenomenal---quick, fun, and where almost anything is possible---and the way stories can be separated by the cluster's systems allows for rotating Gamemasters like few other systems do.&nbsp; Diaspora can handle everything from Firefly to Battlestar Galactica , but I think it's most analogous to The Expanse . A new joiner, Michael B., says in the Introduce Yourself forum that he has run 5-6 sessions of Diaspora already.&nbsp; But his current free schedule starts at 11 a.m. Pacific Time on a weekday, and that's only good for Europeans. A couple of more recent Fate Worlds booklets came out on pure-SF themes:&nbsp; Ghost Planets , Red Planet , Andromeda and (more whimsically) Uranium Chef .&nbsp; Any opinions about those?
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Edited 1493238804
Pierre S.
Pro
Translator
One more game:&nbsp; STARSHIP TYCHE (Dancing Lights Press), written by Berin Kinsman:&nbsp; a Fate Core game of science fiction based on a certain classic 60s&nbsp;science fiction&nbsp;TV series that exploded into more series and lotsa movies -- but with the serial numbers filed off.&nbsp; Your ship, the Starship Tyche, has been sent out by the Coalition of United Planets on a multi-year mission to seek out and explore new planets and all that jazz.&nbsp; Players choose character Aspects according to their rank and specialty aboard ship. You can have wild adventures exploring the stars, mixed with interpersonal issues, and beware of run-ins with the T'Leng Empire.&nbsp; The setting, alien&nbsp;races,&nbsp;starship combat rules, futuristic gear&nbsp;and the general rules of Fate Accelerated are included, a total of just under 200 digest pages.&nbsp; 13 supplements were produced:&nbsp; Episode Guides for 13 adventures of "Season 1" were also available, suspiciously similar to the episodes from a certain series . I forget where I got it from, it's not on DriveThruRPG any more.&nbsp; At last word the core rules were priced at US$8.50.
1494432389
Rob
Pro
Sheet Author
here is something interesting&nbsp; <a href="https://www.youtube.com/watch?v=NOFXtAHg7vU" rel="nofollow">https://www.youtube.com/watch?v=NOFXtAHg7vU</a>
My Mondays started running into more schedule conflicts, so we wrapped up our Diaspora story with a very narrative session that ended our current story arc. We used FATE Core rules, but we expanded the skill list a bit to reflect those in Diaspora. I ran my sessions on minimal prep, both because of the collaborative nature of the game, and because I was experimenting out of my comfort zone. &nbsp;I may reflect on this in its own post later if people are interested in my thoughts on running FATE. Diaspora has some amazing concepts about space combat and world building. For anyone thinking about running Hard Sci-Fi in FATE this is probably THE book.&nbsp; As far as other games go, I played in one of Megan's &nbsp;"Leaves of Chiaroscuro" games for a short while, I was intrigued because it was similar to a setting I had made for white wolf MAGE that no one ever wanted to play in (my setting though, was early enlightenment period around 1680's). Once again, scheduling became a problem after half a dozen sessions. It did leave me wanting more, so I would certainly suggest people look into it if the setting is interesting to them.&nbsp; That "Fate of Harn" seems interesting as Harnmaster is very gritty and detail oriented (especially mechanically with a HUGE skill list, etc) &nbsp;and characters start out low power. FATE tends to be about more competent characters and hand waves some of the detail that Harnmaster embraces. Seems like a strange marriage and I might have to look at it... I STILL have not picked up a copy of the most famous FATE game Dresden Files. I have always been curious to see how &nbsp;the magic system is written and to see the skill list they chose for a modern fantasy setting.
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Edited 1494542356
Pierre S.
Pro
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Rob said: here is something interesting&nbsp; <a href="https://www.youtube.com/watch?v=NOFXtAHg7vU" rel="nofollow">https://www.youtube.com/watch?v=NOFXtAHg7vU</a> Please describe the link you are posting. &nbsp;It is indeed fabulous stuff: &nbsp;TableTop with Wil Wheaton covers the Fate Core RPG and runs a session to illustrate it with &lt;3 Felicia Day &lt;3 and some other lesser humans. &nbsp;These guys really break down board games with graphics and jokes so I'll have to see how they do.
Michael B. said: I STILL have not picked up a copy of the most famous FATE game Dresden Files. I have always been curious to see how &nbsp;the magic system is written and to see the skill list they chose for a modern fantasy setting. the magic system is very flexible, it can seem kinda daunting at times if your used to magic systems with spell lists and such as there is just so much you can do with it that is not laid out in the books but that you kinda have to figure out for yourself&nbsp;
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Edited 1505607038
Pierre S.
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This message Topic went dead, but I would like to revive it, for newer people. The question was: &nbsp;what is your favorite FATE setting, what is interesting to you, what just makes you go "huh"?
My own creations are obviously interesting to me. At the moment I'm co-running a campaign set in a modern world with a twist that makes the world feel like a combination of Dresden Files, Cthulhu and Witcher. The PCs are Witchcraftianists who are basically certified spell casters (the only legal kind of spell casters there are) who were 'created' and are allowed to exists for their sacred duty to protect the world from "unnatural" threats.
The one that most captures my imagination at the moment is Gods and Monsters. I love the mythic tone and the scale of it.
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Edited 1522966043
Pierre S.
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I am yet again resurrecting the discussion on Fate settings, just to mention there is a new World Book called The Agency .&nbsp; It seems to combine ideas from the movie SPY (a regular CIA office-worker and remote operator is thrust into the fast-paced world of super-espionage) and the idea of "downloading" skills from the real deal: spies who are now dead.&nbsp; The skill-transfer idea was found in series like DOLLHOUSE or (way back!) JOE90. What Fate settings do you like?&nbsp; What makes you just go "Huh"? The running list of Evil Hat's world releases is here: <a href="https://www.evilhat.com/home/fate-worlds-and-adven" rel="nofollow">https://www.evilhat.com/home/fate-worlds-and-adven</a>...