[Turning a setting idea into a game world for the Fate Accelerated Edition (FAE) role-playing game system: this is the sixth and last in the series. Sorry about the delay, I have to give priority to the War of Ashes RPG commission I’m working on for Evil Hat Productions, but while I think about extras and system issues for War of Ashes, this is a great time for me to go back to thinking about the Fate dials.]
We’ve been looking at the step-by-step process for turning a bright idea for a setting (we picked George Alec Effinger’s Budayeen setting for the cyberpunk series chronicling the adventures of Marîd Audran) into a campaign for Fate Accelerated. Our objective was to get from light bulb moment to game with a minimum of fuss for the Game Master.
Let’s recap what we have done to date:
- Gather inspirations (Assemble our clippings folder.)
- Define feel of the campaign and setting (What is it about the setting we’re trying to emulate with the game?)
- Adjust the rules, create extras (Using the Fate tools to get that flavour in.)
- Faces and places from the source material (≠ what the group will decide at the table.)
- Preparing to improvise (More clippings and lists.)
Step 6: Putting It All Together
Fine-Tuning: Using the dials
Before we sit at the table with the entire group, we still have a few decisions and adjustments to make. Because we picked a gritty setting, Fate’s default pulp adventure mode may need a little tweaking. We have a few tools available to adjust this. They are touched upon in Fate Core but best explained in the Fate System Toolkit (Chapter 5). A detailed discussion of these dials should wait until I have time to review the whole Toolkit, but let’s say for now that we are going to do a few things to give this dark, hard-boiled, dangerous quality to our campaign: Continue reading “Fate of the Budayeen: Putting It All Together”