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Fate*World!

Fate*World "logo"

You may have seen that Dungeon World won RPGGeek’s Best of RPGs Tournament, with our own Fate being the final game it defeated. That means Fate is passe, and it’s time to jump onto the winning team. With that, I’m totally converting the Fate rules to Dungeon World.

Core Rules

I’m going to take the Fate Accelerated approach of not making a big rulebook, and letting people figure out where the boundaries are. Also, I’m going to take the Fate Accelerated approach of offering this for free, but I wouldn’t say no to a $5 tip. By which I mean a bourbon and coke at a convention.[1]

Player Moves

When you’re overcoming an obstacle, roll+approach. On a 10+, you succeed with style; gain a boost related to your action. On a 7-9, you succeed. On a 6-, the GM offers you success at a cost or makes a hard move. Simple.

When you’re creating an advantage, roll+approach. On a 10+, you succeed with style; give your advantage an additional invocation. On a 7-9, you succeed; note down the advantage. On a 6-, the GM offers you success at a cost or makes a hard move. Rock on, this conversion is easy. Why didn’t we do this years ago?

When you’re trying to harm someone, roll+approach. On a…crap, uh. Hang on, I think I have something here. Oh, right, I need to be using the DW HP mechanic? On a 10+, inflict 4dF of damage. Ignore minuses? Hmm. Let’s say “minimum 1.” On a 7-9, you just hit for 1 stress. On a 6-, the GM offers you success at a cost or makes a hard move. Maybe if you have a Weapon rating thing, that adds to it. *shrug*

When someone is trying to harm you, roll+approach. On a 10+, success with style! You gain a boost. On a 7-9, you aren’t hit. On a 6-, you take some stress. I don’t know how many. 1? 5? 800? Numbers are hard.

When you’re trying to prevent someone else from overcoming or creating an advantage, use the overcoming move. I mean, c’mon.

When you use a boost or free invocation, take +1 forward. Cross off that boost or free invocation.

When you use invoke an aspect, pay a fate point and take +1 forward.

GM Moves

When you compel someone, the choose one:

  • Take the fate point and follow the compel
  • Pay a fate point and refuse the compel
  • Negotiate

When you declare stuff, maybe it’s an aspect? Maybe not? Who knows.

This conversion is getting hard. Should have asked Leonard Balsera to do half of the work.

When you feel like you need another rule, ask Lenny.

GM Agenda & Principles & Stuff

  • Shout a bunch. Like, a huge bunch.
  • Scribble on index cards and throw them on the table.
  • When in doubt, make up an aspect.
  • Ask the Internet how this all works.

 

Meet my co-designer, scotch:

Ryan & Scotch

Creating Characters

GAH. I thought I was done! Right, characters. This is getting less simple by the minute. Let’s see… Dungeon World is focused around a particular set of narratives, and Fate isn’t so much. Screw it, I know how to roll.

First, pick a class or playbook or something from any *World game. This is Fate*World, yo. We can roll with whatever.

Second, whatever harm or hit point system that has, I guess scratch that out and replace it with three stress boxes? Oh, crap, I forgot about working consequences into the core moves above. I’m totally certain I’ll be responsible and add those in. After all, this hack is serious business.

Then your character has some aspects. One is your high concept, one is your trouble, and then up to three others as you see fit. Maybe take a post-it note and paste it on your playbook.

Fill out other stuff on your playbook like it says, except skip whatever stat system it has. Replace it with the following approaches: careful, clevel, flashy, forceful, quick, and sneaky. Put +2 in one of those, +1 in another, +0 in three more, and -1 in the last one.

If you make make whatever playbook moves you have alongside this hack, more power to you. After all, this is Fate*World, where every move boils down to When you bullshit cooperatively with the GM, do something. Same goes for whatever core moves works with the playbook that you’re using.

Yeah, I’m all excited to play Fate*World with a Monsterhearts, Dungeon World, Apocalypse World, Regiment, and Warren characters.

 

…fuck, did I just reinvent Rifts? I think I just made Rifts.

I am so, so sorry, Internet.


Congrats to Sage and Adam. I’m looking forward to seeing Sage at Gen Con this year.[2]

– Ryan

Photo by Jessica Price.

[1] Looking over this in the morning, I might owe you readers a bourbon and coke. But just one, total. Bring eyedroppers for yur share.

[2] ;)

Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission. This work is based on Fate Core System and Fate Accelerated Edition, products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license. I’m totally using the Dungeon World logo without asking. Do not blame any of those creators (save me) for this travesty of a blog post.

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21 Responses to Fate*World!

  1. hilarious. I laughed a whole bunch. love both games so I’ll play some fate world and totally bringing my eye dropper to gencon now.

  2. As their general counsel, Evil Hat Productions, LLC has asked me to post a cease-and-desist reply for the unauthorized and improper use of their trademarked logo and various copyrights associated with the expressions of their game rules.

    What’s that? Dungeon World beat Fate in the BGG RPG Tournament? Oh well, I guess we’re fucked. Legally speaking. That’s totally a legal term. Also, ummm, respondeat superior. **ninja smoke bomb**

  3. Scum of Dunwall says:

    Well done!

  4. blackcoat says:

    Man, Night Macklin is the best game designer. They should have called him before they designed D&D Next, he’d have solved any problems before they even came up

  5. Fred Fnord says:

    Hey now. It was all great until you started dissing Rifts.

    Them’s fightin’ words.

    • Ryan Macklin says:

      That’s fair. Though I think of it less as dissing, and more as staring into an awesome and terrifying event horizon.

      Well, maybe a little dissing. But I was also 12 once. :D

      – Ryan

    • Mike Conway says:

      I’d play Rifts with these rules.

  6. Me want to play some Fate*World.

    Shame ’bout the vote, I stood up for good ol’ Fate.

    • Ryan Macklin says:

      Sadly, Fate is dead now. We are all contractually obligated to destroy all copies. I recommend eating them, so that it’s still inside of you.

      – Ryan

    • Wait, what?! I just bought fifteen pounds of fate dice!!!! >:(

    • Ryan Macklin says:

      Dude, it’s cool. I’ll write Fateender next year.

      (It’s the same as Fate Core, except I will add “mythic” all over the place, and you’ll roll like 20dF minimum.)

      – Ryan

  7. *gets a cube of granite and a minus-sign shaped chisel*

  8. Thomas Deeny (denagh) says:

    I fear that development of Fate*World will be taking time away from Katanas & Trenchcoats.

  9. Kevin Richey says:

    Someone stayed up waaay too late last night watching his Kickstarter project.

    • Ryan Macklin says:

      No, I stayed up waaay too late last night writing this blog post. ;P

      – Ryan

  10. katster says:

    Naw, you only reinvented Rifts if one round of combat eats your whole gaming night. :)

  11. Charles says:

    Did you write this while dunk?

    I like it.

  12. Vince says:

    Late to the game…was lead here by Red Dice Diaries. Great piece of satire.

    This line was the clincher “I think I just made Rifts.” Brought a smile to my face. :)

    • Ryan Macklin says:

      Thanks!

      Of course, since writing this, a number of people have talked about how it’s a kernel of a legit system. Funny what a joke post can lead to. :D

      – Ryan