Fate Worlds of Adventure


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So, I know this is probably old news at this point, but at one point Evil Hat (the publisher of Fate) has, since their very successful Kickstarter for Fate Core and Fate Accelerated Edition, been putting out a lot (and I mean a lot) of good stuff for Fate.

The Fate Worlds of Adventure series of products are basically stand-alone settings for Fate Core and Fate Accelerated, some simply providing settings to use with those games as written but with most of them actually providing interest hacks to the Fate rules. They're all available as pay-what-you-want in PDF, with some also available in print.

I'm lazy and can't be bothered to list all of them, but here are some of the ones I'm personally crazy about:

Save Game - Classic video game heroes battle against glitches and corrupt code in this World of Adventure heavily reminiscent of Wreck-It Ralph. Tweaks Fate Core to feel a bit more video-gamey: characters have Hearts instead of Stress, instead of Fate Points you have Coins (which are not only used to invoke Aspects but also to activate Hax Stunts and to buy upgrades in the game's store). Enemies drop coins, in addition to which players can gamble for more coins by starting a combo (namely, each enemy taken out during a combo gives out even more coins, but if a single PC gets taken out during the combo the combo ends).

Aether Sea - Basically Spelljammer powered by Fate Accelerated. Introduces really simple rules for races, space ships, and magic. Doesn't strictly emulate Spelljammer's D&D trappings, but is very close.

Psychedemia - Psychic teenagers studying at an academy to better control their powers so that the government may weaponize them while also having adventures in a surreal dream world.

Gods and Monsters - You are a god and you get to have mythic adventures in a world that has yet to form fully. Each adventure further shapes the world and answers questions about the reasons behind why the world is how it is. Also, you might get a bit too powerful and turn into a monster, which is bad. I've given serious thought to running this as a prequel to a fantasy campaign set in a mythic age, so that we can build the mythology of the setting collaboratively.

Masters of Umdaar - Science fantasy by way of He-Man. Allows for a bit of randomness in character creation, which is good, as well as featuring a system for Cliffhangers, tense dramatic conflicts where the clock is ticking and everything is going down to hell and you only have a limited number of actions before it all falls apart.

Nest - Fantasy in the vein of Narnia and the Wizard of Oz. As a child, you visited a world called the Nest, where you became one of its greatest heroes. Then you grew up and didn't visit again. As an adult with a comfortable desk job you've forgotten about the Nest, when you're suddenly drawn back there. A great force of evil threatens the Nest, and it's up to you to save it. Presents a self-contained mini-campaign set in the nest, as well as three different possibilities for the Enemy that threatens the Nest. I won't spoil them.

So, yeah, that's cool. I for one can't wait to give Nest a spin, but the others are tempting as well.


<.<

>.>

*yoink*

On a more serious note, I love fate. Maybe I should do a pbp of one of these

The Exchange

Ryuko wrote:
On a more serious note, I love fate. Maybe I should do a pbp of one of these

You should do this

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