Update to Guiding Fate


Well, this update had been in development for a while, but I felt I needed to make some tweaks and additions to Guiding Fate to make it a little easier to ramp up.

The largest addition was a new chapter, which lays out most of the mechanics of FATE Core. Now you do not need to have any familiarity with that system to use Guiding Fate. I tried to make the chapter flow into the larger workings of Guiding Fate.

I also elaborated on Avenue agents and their operations. Avenue agents are generally envisioned as the catalysts of conflicts. The McGuffins that complicate the situation and change things from a straightforward conflict to a dynamic scenario. This expansion should provide more clarity and ideas for how to create and use Avenue agents.

In addition, I noticed something of a narrative gap in the default scenarios offered. Combat, Chase, Sneak, Investigate, and Social Force covered most of the procedural conflicts I saw in media and tropes. However, there always seemed to be a slight gap while flicking through my memories of conflicts playing out.

I created a scenario called Construction which allows you to play out a game in which each side tries to assemble a pattern on a grid while stopping the other side from doing so. It plays a bit like high-contact tic-tac-toe. Whether you use it as a high level scenario where the players move themselves about the board to try to complete the construction pattern they need, or just a one-off lower level scenario scene where each side rolls the dice and tries to assemble their great work.

Finally, there were some touch-ups and clarifications added to assist with the ease of reading.

Check it out and let me know what ideas it sparks up in you!

Files

Guiding Fate-Early Access v0.2.pdf 7 MB
Jan 12, 2023

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