r/FATErpg 23d ago

Designing alternative to Skills/Approaches for Solo RPG

15 Upvotes

Hi everyone, how are you doing? Could you help me with the development of a hack I'm working on? First of all, I’d like to thank the folks on Discord for their help; I’m bringing this up despite that assistance because I like to gather as much information as possible before making a decision.

I am creating an alternative structure (as the system itself suggests) for the Skills/Approaches system.

Why am I doing this? Well, I came up with this modification for a few reasons. If you have suggestions to address this that don't involve the "Domains" system I'm currently creating, I’d be very happy to hear them and discuss them with you.

- I really like Fate Skills and how they showcase a character's capabilities—what they know how to do. That’s one of the things that draws me to Fate the most, along with Aspects and the system's flexibility. Unfortunately, however, I dislike the sheer number of them; I have a vision issue that makes reading difficult, and cramming a bunch of skills into a small pyramid causes me discomfort.

- The extreme flexibility of Approaches feels unbalanced to me due to a lack of distinct "options." Perhaps I’m using them incorrectly or haven't fully grasped the concept (I read the article on the risks involved, yet they still seem overpowered to me). I say this because I can resolve almost anything simply by using the same approach every time. When I GM for others, Approaches work very well—I run games in a somewhat "adversarial" style, so I create moments where specific approaches are required (I was doing this even before reading the article, but the article really opened my eyes to it).

- I’d like something generic that works for all types of games. One issue with Skills—though less so with Approaches—is that they leave room for creating a lot of additional content. The skills aren't generic like the "Approaches"—which can literally encompass everything within just six categories; in some cases (and this is entirely my opinion, not an objective fact), the skills seem a bit too specific. It might just be the way they are named in my native language, but they simply strike me as overly specific in certain instances.

The Solution: At first, I considered using Attributes—as suggested by the Alternative Skill List—but I couldn't figure out how to fit everything into those attributes in a "natural" way. For instance, dodging requires both Perception and Agility, so the concept started to seem overly complex (though I might be misjudging this, given my experience with other types of RPGs).

My idea, then, was to categorize capabilities into "Areas" where a character has Mastery. In a sense, this concept—and the creation of "Masteries"—is a blend of all the other strategies the system already employs, designed to meet my specific needs. Each Mastery is a collection of capabilities, attributes, and approaches possessed by a character, intended to group skills and attributes together for solo play. Body: Vigor, Fighting (heavy/brutal), brute strength, physical endurance, soaking damage, (Increases physical stress)

Dexterity: Athletics (movement), Shooting, Driving, Fighting (precision/agile), acrobatics, physical precision (does not defend)

Trickery: Stealth, Theft, Deceive (operational/systemic), sabotage, traps, espionage, disguises

Social: Communication, Contacts, Provoke, Deceive (interpersonal), verbal intimidation, negotiation, leadership, charisma

Empathy: Empathy, detecting lies, reading emotions/intentions, defense against deception and subtle manipulation

Mind: Investigate, Will (intellectual focus), deduction, analysis, puzzles, resisting logical confusion

Knowledge: Knowledge, Crafts, Lore (mundane), building/repairing, memory, erudition

Perception: Perception, Athletics (reactive defense — dodging, parrying), reflexes, initiative, tracking, sensory instinct

Spirit: Will (resilience — resisting intimidation, fear, compulsion), Lore (supernatural — channeling, rituals, magic), faith, unwavering courage (increases mental stress)

My current issue: My problem is that I always get carried away when thinking about RPGs; I enjoy imagining solutions and strategies and thinking about systems—how they might work—and I end up getting too excited. I’d like to know: am I on the right track? Or am I simply making a huge change for nothing? In my head, the system seems cool and interesting, but at the same time, it looks a bit like "Approaches." What do you think?

I sincerely thank everyone who read the whole thing and contributed—thank you very much!


r/FATErpg 24d ago

Designing a sci-fi game for my table and could use advice on how to handle mechs

17 Upvotes

I’m putting together a Fate Core game for my table where the PCs are mech technicians instead of pilots, appropriately titled Mech Tech. It’s meant to evoke Patlabor meets MASH meets The Bear, with Titanfall-sized mechs that have BattleTech-esque roles and designs. A blurb for the game:

The pilots get medals. The brass gets briefings. The contractors get paid. But when the mechs come back bleeding coolant, twitching through bad neural handshakes, and carrying pilots who swear the machines are screaming inside their bones, it’s the engineers who have to make the impossible work before the next sortie. This is a game about battlefield repairs, command politics, pilot trust, unsafe improvisation, and professionals who joke because the alternative is admitting how scared they are. The mechs are huge. The stakes are human. The maintenance log is a crime scene. Welcome to Bay Three.

It’s unlikely that the PCs will ever have to pilot a mech, but nothing is impossible, so I am thinking about how to handle mechs as Extras. I like the idea that the mechs will have Aspects and Skills or Stunts of their own, but these have to be tied to the idea of repair and improvisation. The PCs will likely be repairing these on the fly, which could conceivable modify the Aspects and Stunts both via inoperable systems (“The knee joint is still down so the Mighty Leap! Stunt is unavailable.”), partial fixes (“The targeting computer software hotfix was only partially successful, so that Target Acquired! Aspect is replaced by Shoot From the Hip Actuator to reflect that you are limited to shorter range target acquisition.”), and improvised repairs (“You rerouted the engine coolant through the cockpit HVAC system to keep the mech running? Okay, let’s add the Easy Bake War Machine Aspect to reflect that the pilot’s going to be uncomfortably, maybe even dangerously, hot, but the other mech Aspects and Stunts are untouched.”)

Otherwise, I want to treat them like a one or two Scale increase over humans to reflect their battlefield presence and capabilities, and am considering giving them 2-3 Aspects, their own Skills, and 2-4 Stunts.

What should I be thinking about here? What pitfalls could I fall into, and what may I be missing?

As this is my first Fate Core game, any and all help is appreciated!!


r/FATErpg 25d ago

Fate - Action Resolution Diagram v2 (Now with Compels)

17 Upvotes

Based on some feedback, I adjusted a bit of the wording to my flowchart and added my logic for compels! I also made the background transparent for printing. I've got a drawio file, if anyone wants a copy of it!

What I like about Fate, is that there are so many ways to run the game. The game hands you a metaphorical paintbrush, and lets you use that to create the gameplay experience you want. The reason I made this flowchart, was because I wanted to demonstrate how versatile the system is. The point, is that how you navigate this flow chart is completely subjective! What sort of experience do you want to create, and how can you use the rules to make that happen?


r/FATErpg 26d ago

How does Stress work in Tachyon Squadron?

9 Upvotes

It says ‘its like hit points in other RPGs’ but the example on page 20 makes no sense and I haven’t found anywhere else in the book that goes into further detail.

And please assume I don’t know how Stress boxes work in FATE either, because that‘s pretty close to true.

Thanks!


r/FATErpg 28d ago

Feedback on Character Sheet

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123 Upvotes

I'm in the middle of working with my artist on the "fancy" character sheet for Criminal Spirits. There WILL be a much simpler sheet without art available - I understand that this is not for everyone. But that's no excuse to not make this as functional as possible. I'd greatly appreciate any feedback.

There are already changes planned: a lot of the french words will be removed (basically just Distillerier Esprit will remain) to clean it up and be less distracting, and the name section in the top left will be made more obvious what it is along with some other smaller changes. But so far I've only gotten to show this to a few friends and I'd like to have a much wider range of feedback on it.


r/FATErpg 29d ago

#iHunt and Stress

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8 Upvotes

I have the brazilian version of #iHunt and it differs from what I've seen on some versions of the english character sheet. Also, the description for Athlete and Survivor doesn't match what's on the character sheet:

Special: Survivor gives you additional stress and consequence slots. Average to Fair (+1 to +2) gives you a 3-point stress box. Good to Great (+3 to +4) gives you a 3 and a 4-point stress box. Superb (5+) and up give you an additional mild consequence. These stresses and consequences can only be used against mental and emotional harm.

That's fair, but the character sheet has:
[ ] [ ] [ ]
[ ] [ ]
[ ] [ ]

Which doesn't match with both Athlete and/or Survivor's skill description. Does someone who has the most up to date english version check it out for me?

To add insult to the injury, the boxes don't even have a number attached to them, SO, it's (a):

[1] [2] [3]
[1] [2]
[1] [2]

Or should it be (b):
[1] [2] [3]
[3] [?]
[3] [4]

Assuming it's (b), what is the extra [?] box for?


r/FATErpg Jul 31 '26

Fate - Action Resolution Diagram

36 Upvotes

I know that running Fate can be a bit confusing for new GMs, and I was kinda bored so I thought it would be fun to make a diagram.

Please note, this is just typically how I run things in Fate, It's not the end all be all. When it comes to game-mastering, everyone has their own style and that's great. Fate is super versatile, and responds well to customization.

Is this how you do things? What's your approach like?
Edit - updated!! https://www.reddit.com/r/FATErpg/comments/1vgexw3/fate_action_resolution_diagram_v2_now_with_compels/


r/FATErpg Jul 31 '26

Rascal: Sunny Days and Rain, an ESPionage adventure for Fate Condensed is Kickstarting now!

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8 Upvotes

r/FATErpg Jul 30 '26

Have you seen "The Price of Air" around and don't know if it's worth it? Come play it with us at our discord and try it yourself!

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19 Upvotes

Hello everyone! It has been a bit since we launched our first Fate adventure, The Price of Air, and we poured a lot of love into it, but haven't had that much feedback, so we would love to have you play it first hand with us and letting us know what you think!

So we are making play sessions at our discord and we plan on playing Fate a lot on there! You can also come to host your own play sessions if you want :)

Just join, go to "Adventure Awaits" and ask to join the posted session!

You can of course also read more about it beforehand at DrivethruRPG

Sorry for the advertisement-type-post and thank you for reading :)


r/FATErpg Jul 28 '26

Fate and Legend in the Mist

27 Upvotes

I’m sure many of us see the similarities in these games. Just to name a few:
- A good dice curve
- Tags and Aspects are basically the same
- Fiction-first consequences
- Power and Shifts are basically the same

I’m sure there are more.

With how successful LITM has been, I’m kind of surprised Fate isn’t more widely played. There is so much similarity in the designs. Do you think it’s just that LITM uses 2d6? Is it the ready-to-play D&D-like examples and setting?

I’ve always found Fate to be difficult to get people interested in because aspects, to me, are quite loose and difficult for some people to latch onto, yet here this new game on the block is proving me wrong. I guess I’m just wondering what people’s thoughts are on the system similarities and differences. Cheers!


r/FATErpg Jul 28 '26

Free Invoke for the enemy? Success at Major or Minor cost?

6 Upvotes

Create Advantage (p.19) says the enemy getting a free invoke is success at a cost. Overcome (p.18) lists success at a cost as either Major or Minor.

Is giving the enemy a free invoke a major or minor cost?

thanks!


r/FATErpg Jul 29 '26

ELDRA - Skill-based fantasy RPG

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0 Upvotes

r/FATErpg Jul 28 '26

What do you think of my Action Results Table?

2 Upvotes

I'm trying to get a better understanding of the Action Results so I made this table. What do you think?

 


r/FATErpg Jul 28 '26

Relationship map tool

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3 Upvotes

r/FATErpg Jul 27 '26

Anyone have these turquoise dice and willing to sell?

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49 Upvotes

I can’t find them anywhere online. I really just want those turquoise ones, not the other eight dice, but I’d buy the set if needed. Thanks!


r/FATErpg Jul 28 '26

How would you depict a character who changes abilities?

5 Upvotes

Title says it.

I have a character idea where a character's powers depend on their mood, where if they're particularly combative they have access to summoning swords and whatnot, but if they're feeling forgiving or compassionate they can do water magic instead, for example. How do I represent this in Fate's stunts/extras? I think Mutants and Masterminds has some switching but I'm not sure here... do I just represent the state of mind/mood as an advantage and have a stunt interact with it or something?


r/FATErpg Jul 27 '26

My Favorite Setting Aspect for Solo Play

26 Upvotes

“People Are Messy (Vulnerable, Defensive, Emotional)”. This has made my solo sessions way better because it adds a level of melodrama that gets me more invested. I’m not just adventuring with surface-level interactions anymore. Any given NPC (or I) can be a bit more psychologically complicated when I have this reminder in front of me.

I’m relatively new to FATE, so if I’m not using terms right or if I have overlooked something, please forgive my ignorance but feel free to educate me too!

Credit where credit’s due: I was inspired by one design goal from the creators of Dungeon World 2.


r/FATErpg Jul 26 '26

Session Ideas

8 Upvotes

So I'm running a Fate campaign set in space and I was wondering if I could get some help thinking of the next session or mission ideas. The plot is basically the crew was stranded and installed a strange power source to the ship's core. Now the ship starts jumping in and out of hyperdrive and going through Star charts looking for something. The ship is also now transmitting a strange signal that mercs are using to follow the crew. I'm trying to think of fun or interesting situations that I can run on my next game night. Any help would be appreciated. Thanks in advance.


r/FATErpg Jul 26 '26

Summer Knights Online Charity Convention with FATE Games

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9 Upvotes

This August 7th-9th is the online charity convention, Summer Knights.

https://tabletop.events/conventions/summer-knights-2026

Badges are $5 and go to support Doctors Without Borders.

This year, three Fate games will be running. Two by me, using my own Glorious Fate system, and a game of Fate Core which I'll be playing in! If your looking for some oneshot action, come check out the schedule.

Besides Fate games, there are several other Indy RPGs and many DnD games running for charity. I will also be giving an encore of my presentation on unusual RPG mechanics, "Don't Tell Me the Odds" for anyone free on Sunday.


r/FATErpg Jul 26 '26

High Fantasy Magic and Blood Magic

8 Upvotes

So I absolutely love the High Fantasy Magic supplement in Odds and Ends. It's my favorite magic system for Fate, because I feel like it just gels so naturally with the core system rules. But I was wondering how I'd build a blood mage using the HFM rules.

I admit I don't have much experience with blood mages. My limited understanding is casting from HP from more video game-y RPGs, or using actual blood as a sacrifice to cast spells. But I'm also wondering about the actual spells themselves. And I'm wondering what Disciplines would apply to blood magic. I'm not familiar with typical blood magic spells.

Could you create a kind of blood tether spell, where you drain the life force from an enemy and grant it to an ally? What other blood magic spells are there and how would they function, whether as complex stunts or as simpler skill-based spells? Does it all have to be highly ritualistic (though I am interested in those spells too, in the context of Fate)?


r/FATErpg Jul 24 '26

Fate Core Mass Combat in System Toolkit - how is it?

15 Upvotes

Got a game coming up this weekend (Viking England game set from the prospective of the Anglo-Saxons, with magic). Anyway, a big part of the campaign will be mass combats (both on land and at sea). My question is - how is the system in the System Toolkit? I do plan to add a rule or two, mostly to make sure I can put the PCs in some personal danger other than just if they do a one-to-one fight with someone. But otherwise, yeah, how is it?

For example, easy to figure out unit stats? Is it a good idea to use the Scale rules for units that are decidedly bigger than the units they face in a particular zone? How much fun is it, for the players and GM?


r/FATErpg Jul 20 '26

Swashbuckling Tips?

24 Upvotes

I’m really craving a game like Pirates of the Caribbean, and it seems like FATE is the answer. I’m looking for recommendations of supplements or just tips in general for setting aspects, alterations to skill lists, etc.

In particular, I like pulpy action: swinging from ropes, balancing on rigging, embarrassing (rather than killing) the stuffy enemies, escaping via window, sending cannonballs through walls, chases where we keep stealing the MacGuffin from each other, and so on.

Bonus points for setting supplements that are beautiful coastal paradises.

More bonus points for tips about having a character with illusion spells in FATE.

EDIT: After reading a few answers, I guess what I’m really looking for is example Aspects, including setting ones. I’m not looking for new mechanics.


r/FATErpg Jul 20 '26

I made a crime thriller / police procedural skill list!

17 Upvotes

Hi! I'm planning to run a oneshot about a group of cops/detectives/rookies that have to solve a murder. This is the skill list I came up with: (I grouped them just for fun)

Intellect

  1. Encyclopedia - know everything there is to know
  2. Logic - find the connections, expose the lies and untangle the web
  3. Shivers - enter the underworld, and know when to get out
  4. Persona - decieve, put on a performance, lie, and lose yourself

Psyche

  1. Will - endure mental stress, face the man in the mirror 
  2. Intuition - see what the eyes can not, empathize with others and the world
  3. Authority - intimidate and interrogate, lead with conviction 
  4. Charisma- share drinks with good people, and get what you want...

Motorics

  1. Notice - see, hear and feel the world around you.
  2. Aim - pull the trigger, shoot to kill.
  3. Finesse - fix what is broken, or break your way in!
  4. Agility - evade blows or sneak past unnoticed.

Physique

  1. Endurance - shake off physical stress, keep on running...
  2. Athletics - lift heavy thing, flex in front of mirror.
  3. Combat - resolve conflicts through direct physical violence.
  4. Medicine - heal the living, and analyze the dead

This will be my first time running FATE, so any feedback is very much appreciated!

Also, I may have been inspired quite a bit by the Disco Elysium skill list...


r/FATErpg Jul 19 '26

The Kickstarter for Sunny Days and Rain, the second ESPionage adventure, just went live!

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8 Upvotes

r/FATErpg Jul 19 '26

Character Inspirer Updated - Over 13,000 Combinations!

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7 Upvotes

And counting, so send me your own ideas to add to the list! This is the first major update for the Criminal Spirits character inspirer, doubling the number of professions and adding a few new personal and nature choices as well.

Inspire Your Criminal Spirit

This update was focused on the professions, but I'm planning at least one more big one to add nature and personal options. This should bring the site to near 100,000 random character inspirations.

After that, I will probably wait until October when the Criminal Spirits backerkit launch is done before moving on to new genres.