Last week I finally ran a FATE game. Since I was introduced to the notion of FATE over on the Podthralls IK RPG discussion forum a while back, I’ve been intrigued by its core character-creation and conflict-resolution mechanisms. When the Spirit of the Century book was released, I got a chance to see FATE in a focused, genre-specific application and liked it even more. My gears started spinning in an attempt to cram my favorite campaign setting, the Iron Kingdoms, over to the FATE game system. But I’d never actually played the game. This lead to several catches in my master plan.
So it was that when my regular playgroup, which has been playing Serenity lately with Dan as our GM, anticipated a disruption in the number of people that could attend, I figured I’d throw my hat temporarily into the ring to run a quick SotC adventure. I posted a couple of half-completed seed characters online for them to take a look at and choose from, and whipped up a rather simple 1920’s adventure that had an element of high society hobnobbing, globe-trotting, a couple exotic locations, and a plot twist.