Rulebooks & printables

Downloadable for free from the publisher

Preparing for the first session

Players new to fate

  1. I’d recommend episodes #289, #290 and #291 of the Critical Hit podcast which show the game (#289) and character (#290, #291) creation process we’ll use.

  2. Read the Fate Core rulebook or the Fate Accelerated Edition rulebook as appropriate.

All players

Whether we are playing Fate Core or Fate Accelerated Edition, we will use the game creation and character creation process from Fate Core: current issue, impending issue, places and faces, high concept, trouble, origin aspect, two crossover aspects.

Thus, please be sure to bring all of the following:

  1. Four six-sided dice

  2. Blank character sheet (from FC or FAE as appropriate)

  3. Blank character creation worksheet (from FC)

  4. Notecards, repositionable notes or scraps of paper

  5. Pencil and rubber

  6. Notebook

The GM

This is a note to self:

  1. Four six-sided dice

  2. Blank game creation worksheet

  3. Something to track fate points if available

  4. Notecards, repositionable notes or scraps of paper

  5. Pencil and rubber

  6. Notebook

The first session

Character creation

I’ve tweaked the phase trio a little.

  • FC has your third aspect be drawn from your first adventure, but any adventure significantly in the past of the time of this game is fine.

  • FC has your fourth and fifth aspects come from participating in the adventures which generates the third aspects of two other characters.

    This is fine, but in order to generate a richer backstory for all of the characters, for each character, we will come up with two fresh adventures involving one or more of the other characters.

Summary

  1. First issue (probably a current issue)

  2. Second issue (probably an impeding issue)

  3. Convert game issues into aspects (marked with an asterisk on a notecard or repositionable note)

  4. Places and organisations, and one issue for each of them

  5. Put some faces to the issues and organisations from step (3), and give each an aspect

  6. Notable places: important to the world, to issues or to protagonists. Do not need aspects

  7. For each player in turn, both their high concept and trouble

  8. Everyone’s name

  9. For each player in turn, their first adventure or an early adventure, and origin aspect

  10. For each player in turn, two (new) adventures in which they met one or more of the other players, and an aspect from each of these.

    These adventures should be mostly distinct i.e. we will have come up with close to 3N adventures by the end, where N is the number of players.

    The role of the charater of the player whose turn it is can be a supporting role in the crossover adventure, or a leading role, or equal role.

    Other PCs need not know all the details about crossover adventures that occurred without them.

  11. Skills, and at least one stunt for each PC, in any order.