Designers | Leonard Balsera, Fred Hicks, Rob Donoghue |
---|---|
Publishers | Evil Hat Productions |
Publication | 2003 (1.0-2.0), 2006 (3.0/Spirit of the Century), 2013 (4.0) |
Genres | Tabletop role-playing game, Universal setting |
Fateis a generic role-playing game system based on the Fudge gaming system. It has no fixed setting, traits, or genre and is customizable. It is designed to offer minimal obstruction to role-playing by assuming players want to make fewer dice rolls.
Fate is derived from the Fudge system, primarily that earlier design's verbal scale and Fudge dice, but most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence. Instead, it uses a long list of skills and assumes that every character is "mediocre" in all skills except those that the character is explicitly defined as being good at. Skills may perform one or more of the four actions: attacking, defending, overcoming obstacles (a catch-all for solving problems) or creating an advantage (see below). Exceptional abilities are defined through the use of Stunts and Aspects. [1]
An aspect is a free form descriptor of something notable about either the character or the scene. A relevant aspect can be invoked to grant a bonus to a die roll (either adding +2, or allowed a re-roll of the dice); this usually costs the player or GM a fate point. Aspects may also be compelled to influence the setting by offering the person with the aspect a fate point (which they can refuse by spending one of their own) to put them at a disadvantage relevant to the aspect. An example given in the rule book refers to the GM invoking a player character's Rivals in the Collegia Arcana aspect to have said rivals attack them in the bath so they don't have access to their equipment. Situational aspects describe the scene, and may be created and used by the GM, or by players using the create advantage action with a relevant skill.
Stunts are exceptional abilities that grant the character a specific mechanical benefit; these may be drawn from a pre-defined list of stunts included in the rules, or created following guidelines provided by the authors. [2] Aspects, on the other hand, are always defined by the player. For example, a player may choose to give their character an aspect of "Brawny" (or "Muscle Man" or "Wiry Strength"); during play, the player may invoke those aspects to gain a temporary bonus in a relevant situation. Aspects may also relate to a character's possessions, e.g., the character Indiana Jones for example, might have the Aspect "Whip and Fedora".
Fate was written by Fred Hicks and Rob Donoghue and was originally released through a dedicated Yahoo! group in early 2003. A much more polished edition was published by Evil Hat Productions in the summer of 2003. [3] [4]
A 3rd edition of Fate is used as the rules system for the RPG Spirit of the Century , which is set in the pulp magazine genre. It was nominated in 2007 for an ENnie award for Best Rules. [5]
The 3rd edition rules also are used for the RPG Dresden Files . [6] Several other role-playing games are built on the game mechanics of Fate 3.0.
A 4th edition called Fate Core (again a generic version) was published in 2013, funded by a successful crowdfunding campaign, and released under two free content licenses: CC BY 3.0 and the Open gaming license. To release the new version of Fate, Evil Hat Productions ran a Kickstarter campaign that initially asked for $3,000. At the end of the campaign they raised $433,365 and expanded the product line significantly, adding two world books and a system toolkit. [7]
As a result of another crowd funding effort, Evil Hat released Fate Accelerated, a streamlined version of the rules based on the same core mechanic intended to get players into the game faster. One notable difference is that skills are replaced with six "approaches" to solving problems - Careful, Clever, Flashy, Forceful, Quick, and Sneaky. The approaches can each use all four skill actions. Evil Hat also released Fate Condensed, a condensed version of Fate Core with minor rule changes.
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted compared Fate to GURPS , published twenty years earlier, saying, "Fate stands at a similar intersection, drawing from and synthesizing an array of contemporary design ideas, a kind of amalgamated avatar of the RPG industry, circa 2003, 2006, and 2013 — and growing still." [3]
In the 2003 Indie RPG Awards, Fate won a number of awards: [8]
The Fate roleplaying game has resulted in winning the following ENNIES awards:
This list includes implementations of the Fate system as well as RPGs explicitly inspired by it. [14]
When the system was originally published FATE was considered an acronym for "Fudge Adventures in Tabletop Entertainment", then for 2nd edition, "Fantastic Adventures in Tabletop Entertainment". Most recently FATE has been simplified to just be Fate and is no longer an acronym. [17]
Call of Cthulhu is a horror fiction role-playing game based on H. P. Lovecraft's story of the same name and the associated Cthulhu Mythos. The game, often abbreviated as CoC, is published by Chaosium; it was first released in 1981 and is in its seventh edition, with licensed foreign language editions available as well. Its game system is based on Chaosium's Basic Role-Playing (BRP) with additions for the horror genre. These include special rules for sanity and luck.
Chaosium Inc. is a publisher of tabletop role-playing games established by Greg Stafford in 1975. Chaosium's major titles include Call of Cthulhu, based on the horror fiction stories of H. P. Lovecraft, RuneQuest Glorantha, Pendragon, based on Thomas Mallory's Le Morte d'Arthur, and 7th Sea, "swashbuckling and sorcery" set in a fantasy 17th century Europe.
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Spirit of the Century is a pulp role-playing game published by Evil Hat Productions, and based on Evil Hat's FATE system. It is billed as a 'pick-up' game that can be played quickly, with little preparation.
Evil Hat Productions is a company that produces role-playing games and other tabletop games. They are best known for the free indie RPG system Fate, Blades in the Dark, and Thirsty Sword Lesbians, all of which have won multiple awards.
The Dresden Files Roleplaying Game is a licensed role-playing game based on The Dresden Files and using the Fate system. It was released in late 2010 in two hardcover volumes: Your Story with the rules information and Our World with setting information, and won numerous awards at all of the Origins Awards, the ENnies, and the Golden Geek Awards.
Trail of Cthulhu is an investigative horror role-playing game published by Pelgrane Press in 2008 in which the players' characters investigate mysterious events related to the Cthulhu Mythos. The game is a licensed product based on the horror role playing game Call of Cthulhu published by Chaosium, which is itself based on the writings of H. P. Lovecraft.
Eclipse Phase is a science fiction horror role-playing game with transhumanist themes. It was originally published by Catalyst Game Labs, and is now published by the game's creators, Posthuman Studios, and is released under a Creative Commons license.
The One Ring Roleplaying Game is a tabletop role-playing game set in J. R. R. Tolkien's Middle-earth, set at the time between The Hobbit and The Lord of the Rings. Designed by Francesco Nepitello and Marco Maggi, the game was initially published by Cubicle 7 in 2011 under the title The One Ring: Adventures over the Edge of the Wild. Cubicle 7 continued to publish the first edition of the game until 2019. Nepitello and Maggi developed the second edition, which is published by Free League Publishing under the same title, The One Ring Roleplaying Game.
Powered by the Apocalypse (PbtA) is a tabletop role-playing game design framework developed by Meguey Baker and Vincent Baker for the 2010 game Apocalypse World and later adapted for hundreds of other indie role-playing games.
Dragon Age is a role-playing game published by Green Ronin Publishing in 2010. It is based on the Dragon Age video game series by BioWare, and uses the video game series' setting.
Don't Rest Your Head is a role-playing game published by Evil Hat Productions in 2006.
Zweihänder Grim & Perilous RPG, generally referred to simply as Zweihänder, is an ENnie award winning tabletop role-playing game published by Grim & Perilous Studios in 2017 following a successful crowdfunding project. As of 2019, the game is published by Andrews McMeel Publishing.
The Cortex System is a collection of related roleplaying games. Its most recent iteration, Cortex Prime, was designed by Cam Banks and initially published by Fandom Tabletop, then acquired by Dire Wolf Digital. Prior versions appeared in the licensed roleplaying games published by Margaret Weis Productions, where it was used as the house system. Cortex is an adaptable game system focusing on characterization and story development.
Alien: The Roleplaying Game is a science fiction horror role-playing game based on the Alien film franchise. It was published by Free League Publishing in 2019. The game has won three ENNIE Awards.
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Ironsworn is an indie role-playing game written and self-published by Shawn Tomkin. Its Ironlands setting is low fantasy, set in a rugged frontier. The game received the 2019 ENNIE Gold Winner Award for Best Free Game/Product. Rob Wieland for Forbes named Ironsworn one of his favorite RPG products of 2022 and one of the best fantasy tabletop role-playing games for solo play.
Thousand Year Old Vampire is a one-player tabletop role-playing game by Tim Hutchings, played through guided journal writing using semi-randomized prompts. Gameplay can last from hours to weeks. The storytelling game revolves around documenting the life of a vampire, relying on the use of dice to generate open-ended prompts, which the player interprets and records as experiences. The vampire's story develops through gaining and losing memories. The player can only store a limited number of experiences, so the core gameplay loop includes erasing parts of a character's history. The game's central question is what to do with immortality and power. The print edition of the book is illustrated with detailed collages. It is independently published.
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What follows is not a comprehensive list of stunts. GMs (and players under GM supervision) are encouraged to create their own to fit their game.