“FATE in the Dark” – a hacked together add-on to FATE, boot-strapping what I feel are the best mechanics of “Blades in the Dark”. Comments and criticism are welcome!
“FATE in the Dark” – a hacked together add-on to FATE, boot-strapping what I feel are the best mechanics of “Blades…
“FATE in the Dark” – a hacked together add-on to FATE, boot-strapping what I feel are the best mechanics of “Blades…
Very cool. I prefer my fate player-only-rolls, so this is a nice adaption for me.
Dang it, more things to read!
Nice. I’m definitely adding this to my toolbox. Thanks for sharing.
Aha! It’s only two pages!
And the day was saved!
Wouldn’t it be possible to declare 3+ as straight success and 4+ as critical one? If I do the math right, it would be still harder to get 3+ without a minus than one die with at least 4 pips…
Interesting! I suggest you smooth out terminology to be consistent with “clock” and “wheel.” Also, I personally found it very helpful when the system added some suggestions for what could go wrong at various levels (takes longer, escalates risk, etc.) and those could be easy to add to your hack to give that extra guidance to the GM in a hurry adjudicating on the spot.
I have not played FATE, I did play FAE. I suspect it would be useful to offer some guidance on how stunts might interact with clocks, and aspects. What if stunts could ONLY affect clocks, and aspects could ONLY affect simple one-off rolls?
Dominic Niederhoff I originally had it like that, but I changed it because I wanted to have 1, 2, and 3 as possible values for “Consequence” rolls when a player “Succeeds at a Cost”. Not sure it’s worth it though, and am interested in other people’s thoughts.
Criticals are useful for filling clocks and offer some advantage for fictional positioning.
I also think one of my favorite things in Blades in the Dark is the “Controlled, Risky, Desperate” setup. Criticals can help make a situation more controlled, and those are super-useful for mechanizing a situation.