Mar 2 2017
Fate Adversary Toolkit
Fate Adversary Toolkit is an expansion for the Fate Core System.
Calling all adversaries!
Antagonists. Obstacles. Villains. Impediments. Call them what you will, but a great campaign needs opposition to create stirring conflict. The Fate Adversary Toolkit offers a variety of ideas, mechanics, and hacks to help you make the most out of every obstacle in your game. Explore what an adversary is in Fate terms, and always remember that everything is a character. Inhabit hostile worlds and situations that work against the players. Face down mooks and big bads built to provide high stakes drama and engage everyone at the table. Learn how to use high quality adversaries to drive your stories to completion.
The Fate Adversary Toolkit is a Fate Core supplement. This Toolkit includes:
- A general approach that gives you the tools to create quality adversaries regardless of setting or genre.
- New categories of adversaries (enemies, obstacles, and constraints), each with their own rules, functions, and samples.
- Ideas on how to use environments to create conflict and make the most of battlefield zones.
- A Rogue’s Gallery, full of sample adversaries separated by genre, with ideas on how to use the characters and settings provided to create plot.
Fate Toolkits. All the tools to build your stage.
Number of players: 3-6
Age of players: 12+
Length: 2-8 hours
Type of Game: Roleplaying Game Supplement for Fate Core
Languages Available: English
Suggested Retail: $TBD
Length: 112 Pages
Format: Hardcover Book and Digital Formats (PDF, Mobi, ebook)
Release Date: August 2017
Game Designers: Brian Engard and Ed Turner
Feb 15 2017
Maybe you’ve never heard of Fate before but had it recommended to you by a friend. Or you’ve never played an RPG, but it sure looked like fun in that Tabletop video. (Missed it? It’s up on Alpha and should appear on YouTube in a few months, which we will also link. We’ll link it like the wind!) Maybe one of your friends talked you into showing up for a game, but you don’t know what you’re in for. Whatever the reason, you’re looking for the basics.
This Introduction is written for people who are new to RPGs in general, or storytelling RPGs like Fate in particular. If you’re looking for more detailed information, check out the Evil Hat website (www.evilhat.com) for more info on Fate products or the Fate SRD (www.fate-srd.com) for a detailed explanation of the rules.
What is this thing?
- In RPGs or roleplaying games, each player controls a character, deciding what that person does and says in reaction to the situations that the gamemaster (or GM) presents.
- Fate is a game that focuses on storytelling. The core rules are fairly simple. The goal is that the players at the table will spend more time thinking of creative ways to get out of a sticky situation and less time figuring out what the rules say on the matter.
What is it like to play?
Your play experience will vary depending on the people at your table. Your group may decide to act out what happens in each scene or summarize what their characters do. You might play a game with a lot of social interaction and conversation, or one that feels more like a Hollywood action film, complete with things exploding in slow motion. Thinking about the kind of movies and TV shows you like as a group can help you whittle down how you’d like to play.
There are lots of actual play videos and podcasts available on the Internet to get you started as well. Search for “Fate Core actual play” to get started.
But this is just a bunch of rules! What do we do with them?
Fate Core is what’s known as a setting-less system. That means you can use it to play in any world you like. Your favorite book or movie? You can use that as the setting. That story that’s been bouncing around in your head for years? You can use that too. But what if you don’t have any ideas yet, or you have an idea but no idea how to get started?
- Fate Core: This multi-award winning book contains the basic rules of Fate. You’ll need a copy to play most, but not all, Fate games.
- Fate Accelerated Edition: If you read Fate Core and feel like it’s too much to start with, try Fate Accelerated. This is a pared-down version of the Fate Core rules and a particularly good way to get a taste of what the game is like. You’ll need either Fate Core or Fate Accelerated to play, but not both.
- Fate Worlds: Fate Worlds provide settings and stories to fuel your Fate games in a variety of genres. Worlds are available in print and electronic formats, and some use the Fate Core rules while others use Fate Accelerated.
- Fate Toolkits: The Toolkits are a growing line of rules ideas to help you create your own games. Toolkits give you rules for things like equipment, space ships, and monsters, or tools to build your own rules to your liking.
- Stand-alone games: If you’d rather have everything you need in one book—rules, setting, and story ideas—try one of our stand alone games.
How do I get started?
If you want a game with more robust rules, and you have a setting idea, start with Fate Core.
If you want a game with simpler, easier-to-digest rules, and you have a setting idea, start with Fate Accelerated.
If you want more robust rules with a setting provided, select one of the following bullets:
- The Atomic Robo RPG
- Venture City and Fate Core
- The Kaiju Incorporated RPG and Fate Core
- Fate Worlds: Worlds on Fire (with 6 settings to choose from) and Fate Core
- Fate Worlds: Worlds in Shadow (with 6 settings to choose from) and Fate Core
- Fate Worlds: Worlds Take Flight (with 4 settings to choose from) and Fate Core
- Fate Worlds: Worlds Rise Up (with 3 settings to choose from) and Fate Core
- The Secrets of Cats and Fate Core
- Romance in the Air and Fate Core
- Save Game and Fate Core
If you want simpler rules with a setting provided, select one of the following bullets:
Feb 13 2017
Dresden Files Cooperative Card Game
Play Harry Dresden and his friends as they take on the cases from the bestselling Dresden Files novels in the ultimate what-if scenario—what if Harry was on the scene with allies who weren’t there in the original story? The core game includes Harry, Murphy, Susan, Michael, and the Alphas and plays through the first five novels as well as Side Jobs, a random scenario generator based on the short story collection of the same name. Designs are already well underway for expansions featuring more series characters and more novels.
Number of players: 1-5
Age of players: 13+
Length: 30 minutes
Type of Game: Cooperative
Product Number: EHP0022
Suggested Retail: $39.99 (USD)
Game Designers: Eric B. Vogel
Release date: June 2017
Feb 12 2017
It takes years of study to become a wizard, but this grimoire will get you there in an afternoon…
Looking to play in the world of Jim Butcher’s Dresden Files without lots of prep time? Dresden Files Accelerated is the game for you. This currently-in-development game merges the wizardly awesomeness of the Dresden Files RPG with the sleek, story-based, rules-lite Fate Accelerated system. The result? A short stand-alone game somewhere in the neighborhood of 200 pages that will get you playing easily and quickly. It’s also the only book you’ll need; you will not need to purchase any of the Dresden Files RPG books to play.
Current owners of the Dresden Files RPG, do not fear! We’re all about providing options when it comes to fighting chlorofiends, summoning zombie dinosaurs, and raising blasting sticks against the darkness. We’re invested in supporting both games to give you the wizarding experience that best fits your gaming table. In fact, we’re looking at ways you can use the DFRPG books to enhance your DFAE experience. You can have your cake and eat it too, but please note that we don’t advise eating wizards. It’s just not done.
More information about the book will be added here as it develops. In the meantime, prepare for wizarding made easy!
Number of players: 2-6
Age of players: 12+
Game Length: 2-8 hours
Type of Game: Roleplaying Game
Languages Available: English
Product Code: EHP0032
Length: 256 pages
Suggested Retail: $35
Game Designers: Leonard Balsera, Clark Valentine, Brian Engard, Pamela Alexander, Priscilla Spencer, and Amanda Valentine.
Release Date: June, 2017
Jan 30 2017
Update: Today (3/1/2017) is the last day to order the special edition of Blades in the Dark. If you want a copy, get clicking on that green button up there!
Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.
You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?
In this stand-alone game, you’ll find:
- Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.
- Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.
- A robust core mechanic which puts the fiction first—the strength of a character’s position (desperate, risky, or controlled) matters just as much as the character’s ability scores.
- A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.
- Rules for alchemical experiments, gadget tinkering, and weird occult powers—including rules for playing Ghosts and other strange beings.
- A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.
Number of players: 3-6
Age of players: 13+
Length: 2-6 hours
Type of Game: Roleplaying Game
Languages Available: English
Product Number: EHP0030
Page Count: 336
Format: Hardcover black and white interior and Digital formats.
Game Designer: John Harper
Jan 30 2017
Jan 4 2017
As we announced last September, we’re bringing John Harper’s Blades In The Dark to market this year. A tabletop role-playing game about a gang of criminals seeking their fortunes on the haunted streets of Duskwall, Blades offers heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had if you’re bold enough.
We checked in with John recently to get a behind-the-scenes look at his development process.
EH: Where did you get the idea for Blades?
JH: I’ve been working on the core concept for a long, long time. Since most RPGs are about a team of PCs, I’ve tried to create systems for teamwork and tracking the growth of a crew or faction in several of my discarded designs over the years. Eventually, two things came together at to spark Blades in the Dark:
- I ran a Prohibition-era game at my old workplace, building a game system as we played. I created a “crew sheet” to track the progress of the bootleggers in that game, and we iterated it over several sessions into something interesting — the crew “leveled up” as the primary method of advancement in the game. Everyone enjoyed that, so I kept that idea in my back pocket.
- The new “Thief” video game was in development, and the early concept art re-ignited my passion for the original games (Thief and Thief 2, especially). I started thinking about misty streets and scoundrels and weird occult undertones. Also, the video game Dishonored came out (by some of the original developers of the Thief games). So “thiefy” stuff was on my mind.
I ran a game series to playtest ideas about a crew of criminals, which incorporated some ideas from the Bootleggers game, as well as the setting from an older game of mine, Ghost Lines. We playtested and iterated that game for about a year and a half, refining the setting and the systems into a solid core that became Blades in the Dark.
You can check out Ghost Lines here: http://www. onesevendesign.com/ghostlines/
and Bootleggers here: http://www.drivethrurpg. com/product/132208/Bootleggers
EH: You really opened up this game to players early on in the process, between the early access PDF, your incredibly active G+ community, your actual play livestreams, and so on. What gave you the idea, and would you recommend the same to other developers?
JH: As a designer, I prefer to do most of the development work by playing regularly and iterating between sessions, so all of the focus of design is on what’s happening at the game table. To do this, I need an initial group that is excited to try stuff out and give feedback, and then, once the design is more stable, I need external groups to continue the play and feedback process so I can iterate even more. The whole process is a conversation for me, between myself and the playtesters. It’s natural for me to put my work out there so the conversation can attract more perspectives and opinions to help me refine the work.
I got the idea from other designer friends of mine who I admire and the communities of amazing gamers that have sprung up in the online RPG spaces. I would definitely recommend this process to other designers, especially now that the prevalence of play on Twitch and YouTube makes it easy to watch external groups playing your game, so you actually see and hear how people are using the tools you make when you’re not there to explain them.
EH: Do you have any awesome playtest moments you can share?
JH: About halfway through the initial playtest cycle, one of the players, my friend Ryan, was doing his usual thing of getting his character in over his head and then trying to pull some crazy move to get out of trouble. He was making a desperate roll, and I said, “How about, if you use up all your ammo for this attack, you can take a bonus die to your roll. But then you can’t use your gun anymore.” and of course Ryan accepted because that’s the kind of player he is. Dylan, one of the other players, asked to pause the game and asked, “Have you noticed that you usually give us this option for a bonus die, with strings attached?” I hadn’t noticed! “Maybe this should be a formal mechanic in the game,” Dylan said. And the Devil’s Bargain mechanic was born. It’s proven to be one of the most popular parts of the system.
EH: Finally, if you were a Blades character type, what would you be?
JH: It’s a hard choice — as the creator, I kind of love them all — but I think I would have to pick Lurk. Their almost-supernatural athletic ability, “The Devil’s Footsteps” would be so much fun! I’d probably become one of those crazy stunt parkour YouTubers.
Dec 7 2016
Nov 14 2016
If you subscribe to our newsletter (and if you don’t, you can do that here), you’ve probably already seen our holiday sale announcement. We’re discounting all our RPG tie-in fiction as well as some other remainders we’ve found hiding in the corners at our distribution center. Because we like you. And we’re making space for the Dresden Files Cooperative Card Game, plus the bijillion other awesome games we’re working on. And because tie-in fiction is awesome.
Of course, if you’re anything like us Hatters, you’ve already got plenty of ideas for campaigns. You don’t need a book to inspire you. Frankly, you’ve got more ideas than you can handle. Ideas are practically pouring out of your…uh…pores. You’re like a factory of pore-producing ideas. Adding another one to the pile is the last thing you need.
BUT. There are other uses for tie-in fiction. You know that person in your life who loves a lot of the same things you love and who would probably be an epic gamer, if only you could get them to play? Maybe they had a bad junior high D&D experience. Maybe they have a preconceived notion of gaming. Maybe they’re shy. Tie-in fiction can be like a gateway drug for those people, which makes us pushers, so I think I should come up with a different euphemism there.
But seriously. Carrie (which would be me) started playing RPGs after binge-reading a couple Dragonlance novels. The series wasn’t done yet, and I was in serious withdrawal when someone told me I could play a game set in that world. I could journey around with Raistlin and Caramon and shake some sense into them. I played once and was immediately hooked. I don’t know if I would have given RPGs a chance if I hadn’t read the books and wanted so badly to step into that world.
Tie-in fiction is a terrific way to bring more people into our hobby, and we want to make that possible. With that in mind, we’re running the aforementioned holiday sale, because when you’ve got a serious RPG habit, the dollars can get slim fast. We want to make it affordable for you to share the awesome. If you check out our Clearance page, you’ll see titles as low as $2 a piece! We’re also running a sale on our newest release, Sally Slick and the Miniature Menace. Haven’t heard of it yet? You can visit the product page for more info, or read the blurb right here:
Every hero has a story. Sally Slick’s is just beginning.
Sally’s frustrated when she’s shut out of the county fair tractor race, but that’s nothing compared to how she feels when the tractor itself goes missing. When she and her stalwart friend Jet Black track it to the grounds of the Circus Europa, they get more than they bargained for. Sally can handle nefarious cultists, mysterious fortune tellers, elephants on the rampage, and high flying aeroplanes, but a chance encounter with a miniaturized menace will change everything she knows about the world.
One small girl can make a big difference.
Readers who like the Sally Slick books might like the Young Centurions RPG. Horror readers might like Don’t Read This Book as a gateway to playing Don’t Turn Your Back or Don’t Rest Your Head. Readers of the Spirit of the Century novels should keep an eye out for the upcoming Shadow of the Century RPG.
Dinocalypse adventure seeds
To further help close the gap, we’ve also created a series of adventure seeds based on the Dinocalypse series of novels. The idea behind these seeds is simple–what if there were different heroes on the scene when the psychic dinosaurs attacked? How would the story change? So you COULD give the books to a non-gamer, and then invite them to play the game and see how different it turns out. You don’t have to read the books to download and play the adventure, but it could make for a terrific road to introduce new people to gaming.
The adventure seeds are available for free download using the links below! If you play them, we’d love to hear how your game turns out.
Oct 31 2016
We are thrilled to announce our next card game in partnership with a crazy talented fellow named Tim Rodriguez. You might have heard of his excellent work via Brooklyn Indie Games. If you haven’t, check it out. Go ahead. We’ll wait.
This is a big game. An awesome game. We are super excited about it, and we hope you will be too. Once you guess it, that is.
See, we like games. (SHOCKER.) We like them a lot. (DOUBLE SHOCKER.) We want to play one with you to tide us over because we want Tim’s game right now and the wait is killing us. We’re dying. We’ve got a fever, and the only prescription is more games with a side order of cowbell.
Here’s how this is going to work. Tim’s going to be announcing three cards. One today (10/31). And then one the next two days. These cards aren’t final, since the game is still in development, but we’ll give you the general topic. For example, we could say, “Cowbell,” and the final card might be “A prescription for more cowbell” or “The cowbell of eternal life” or “Christopher Walken’s cowbell fever.” These are general card ideas, and subject to change. But each card, added up, will help you guess the theme of the game.
On Thursday, Nov. 3, we’ll announce the theme, just in case you haven’t guessed it already. But we have faith in you.
You’ll get first peek at the clues by following Tim on Twitter (@dicefoodlodging). We’ll also post them here just in case you miss them. We can’t wait to see all your guesses! Also, we now want to make a cowbell game. I think we all saw that coming, right?
— Mecha Timzilla (@dicefoodlodging) October 31, 2016
— Mecha Timzilla (@dicefoodlodging) November 1, 2016
— Mecha Timzilla (@dicefoodlodging) November 2, 2016