How to GM Fate

By Jeremy Price

The Fate Mentality

  • Take inspiration from movies and TV, not from video games.
  • In D&D you start with what's true about the world, and cool moments come out of following the realistic (in that world) consequences of PC actions.
  • Fate is the other way around; you begin with the cool moments you want to create, and you then establish whatever facts about the world you need to get you there.

Prepping Fate

  • You need a story problem which is urgent, and catastrophic if ignored.
  • Look at the PCs' aspects, and the game aspects, and see what problems those imply.
  • Make them open-ended, like "aliens are attacking".
  • Then think about what details you need to solve the problem, like "how many aliens, who's the leader, how are they invading, where and when?"
  • Answering each of those questions is a problem in its own right, and each scene should answer one or two of these questions.
  • Think of who would oppose the PCs, and prepare them and their minions.

Running Fate

  • Think in terms of scenes, and montage anything that doesn't deserve to be a scene.
  • Each scene needs a story question to answer (that's how you know when the scene is over), and a source of opposition (that's how you give your problem agency and urgency). ​

Misc Tips

  • Don't roll unless success and failure are both interesting
  • Don't set up enemies just to be knocked down; PC's are damn resilient and failure is fun anyway
  • Don't forget how much narrative agency the players have. If they spend a fate point and say there's a secret door, then there's a secret door now. Forget about maps and plot twists; you're not showing your players something you made earlier, you're making it with them as a team. Don't take that away from them!
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