Evil Hat Productions is creating
Adventures and Worlds for Fate

Evil Hat believes passion makes the best games.

Give $
per Adventure or World Created
680
patrons
$4,080.50
per Adventure or World Created
Milestone Goals
Taken by Storm!
$400 per Adventure or World Created
We're closing in on our first major milesone! When we hit this mark, we'll send a copy of Storm of the Century, an adventure for Spirit of the Century currently available on DriveThruRPG, to all our Adventurers and up.
Writing & Editing for 10,000 Words
$800 per Adventure or World Created
When we reach this goal, we'll have the writing and editing costs covered for 10,000 words. How much is that? Fate Accelerated was about 12k; each chapter (world) in the Fate Worlds books ran 10k-15k. In our 6x9 format, that comes in around 30-40 pages.
Black and White Art
$1,250 per Adventure or World Created
At this goal, we'll have a solid black and white art budget for our adventure/world. This should give us a solid key image to use as the "cover", and at least 5 or 6 interior pieces (perhaps more, depending) in black and white.
Writing Upgrade!
$1,750 per Adventure or World Created
When we reach this goal, we'll be able to increase the amount of writing and editing by 40-50% — at least another dozen pages, about 5,000 words.
Art Upgrade!
$2,250 per Adventure or World Created
At this goal our art budget is doubled: we can do all our interior art pieces in color, or double the number of black and white pieces commissioned.
@EvilHatOfficial
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About

Evil Hat started on a lark. When Fred and Rob created that first iteration of Fate on a road trip in 2000, they had no idea they were planting the seeds that would grow into a company. Since then, we’ve broken ground and won awards with RPG games like Fate Core, Spirit of the Century, and the Dresden Files RPG, as well as growing into tie-in fiction and board games. We hadn’t realized it until this moment, but somewhere along the way we developed a love of gardening metaphors. We’re not sure how that happened, but we’ll run with it.

Our company policies can be summed up pretty simply: Take care of your peeps, and your peeps will take care of you. Behind the scenes, we’re constantly evaluating how we can make this happen. Whether you’re a customer, an artist, or a Friendly Local Gaming Store, you’re a part of what makes this the heckloadiest fun ever. Recognizing that is important to us.

We treat our friends, fans, and freelancers like we want to be treated. Passion, access, honesty, transparency, and high-value awesomeness: that’s what we’re growing here at the Hat.

Location

Silver Spring, MD, USA

Evil Hat Productions is Supporting

Top PatronsSee all 680

Fate Core made a big splash in 2013. We'd like your help making more adventures and more worlds for Fate and our Fate products in 2014 and beyond.

One thing we've heard in the past year from fans of Fate is that they'd like to see more adventures and campaign-starters. We get it! Not everyone has time to build a world and plan an adventure as their first steps—they want to hit the ground running, with something that's solid and vetted by official-seeming folks like us.

The challenge for us there is that we haven't seen a lot of drive for folks to buy adventure content when we've made it available in the past. We want to pay our writers, editors, and artists a fair wage on their work, so we've got to make sure that when we publish adventures, we've got the budget to do that.

That's where you come in.

Our plan is to create a series of adventures for Fate throughout the year. Most will be self-contained, though as time goes on we might come back to earlier ones and do a "second act" adventure for the big hits. Our word-count target per adventure is about 10,000 words (30-40 pages in our 6x9 format seen in the Fate Core line). If things go really well and we can get up to speed we'd like to release these at least one every other month, if not monthly, though we figure it'll take us some time to get started. When we publish them, we'll make them available Pay What You Want. To support that effort, we need a core group of folks who have put their faith in us to build the budget here on Patreon.
 
We know when you back a Patreon campaign you're making a big, bold statement that you're a big, bold fan of Fate and of Evil Hat. We're big, bold fans of you, too! And we'll do whatever we can to make these adventures worthy of your support. Thanks!

How Will This Work?

Patreon is service where the payment you pledge to make gets processed monthly following a month where a project you back provides you with a "content update" — so you won't get charged for anything until we produce some results for you. 

We won't ever release more than one thing for this project in a month, but please feel free to cap your monthly contribution just in case!

What Stuff Might We See?

We already have a leg up here as of the launch of this campaign: writing and editing is already complete on Venture City Stories, an adventure and setting by Brian Engard with a cyberpunk feel where the "cyber" is swapped out for superpowers (call it superpunk if you like!). Early-bird patrons will help us bring that to completion, and we'll release the edited draft of the text to backers when we hit our $800 milestone while we continue to work on art and layout.

Venture City Stories and Secrets of Cats have already been delivered. Your support means the rest of these become a reality!

Save Game (by Rob Wieland, author of the Fate Worlds setting CAMELOT Trigger): A vicious computer virus threatens to corrupt the entire internet. The only thing standing in its way are the characters from your video games. 8-bit heroes battle monsters and corrupted files. It's Wreck-It Ralph meets Lord of the Rings. This will feature randomized character creation and other new-player-friendly features, as well as rules for playing in a digital world.

Blood On The Trail (by Shoshana Kessock, author of the Fate Worlds setting No Exit): Travel in the Wild West was always dangerous, but especially dangerous when it's infested with vampires. As settlers begin pushing into the unexplored territories on their way to California, they discover the truth about why the Native American tribes have gone quiet and stopped fighting: the wilds have become infested with creatures out to feast on blood. Players are part of a group of explorers heading from one settlement to another. On top of the usual problems with weather, sickness, wild animals and deprivation, during the night they must worry about being stalked by undead. It's a race for civilization and security with death behind every shadow. American Vampire meets Oregon Trail.

Eagle Eyes (by Pete Woodworth, author of the Spirit of the Century adventure Storm of the Century): Roman noir. Cynicism, corruption and murder in the shadow of the Coliseum. The players are Eagles, the Senate's private investigators, and must use every means at their disposal to get at the truth behind everything from "ordinary" murders and robberies to high treason, noble intrigue, military coup attempts, and perhaps even the strange and terrible excesses of the Emperors. Life is cheap and the dust of Rome soaks up a lot of blood, but the rewards for those that survive are beyond the dreams of lesser men.

Fist of Flames (by Quinn Murphy of At-Will and Thoughtcrime Games) is a love letter to Fist of the North Star. As a master of high-powered secret martial arts, how will you use the powers you have been given to shape a post-apocalyptic world? Will you spread tyranny or love and peace? Quinn plans to include a high-powered martial arts system where lore is just as important as technique.

Out of the Shelter (by John Adamus, editor of many fine Evil Hat products): Russia fired first. Then we countered. Then they fired back. That was 1951, 8 years ago. Now it's time for a group of people to head out of the shelters and survey the land. But the scientists are convinced it's too dangerous for valuable members of society to do it, so they've trained criminals in rudimentary science techniques and sent them out to find any inhabitable areas. Will the criminals embrace freedom and make a run for it? Will they work together on this mission? Will something giant and irradiated eat them?

Romance in the Air (by Bill White, author of Ganakagok): Ah, those heady, innocent days before the war! In the skies over a fin de siècle Europe that never was, the aristocracy of a continent mingles in elegant comfort upon balloon-borne sky-salons and aerial lounges, dallying in an endless round of parties and excursions. But the winds of war are rising, and ambitious nobles rub elbows with scheming spymasters to decide the succession of a key Central European province. Romance meets high-stakes political intrigue as the affections of a young countess sway the fate of nations, while down below earthbound commoners look to the skies and dream of rising. It’s Downton Abbey meets Last Exile, on a collision course with Dr. Zhivago.

House of Bards (by Dave "The Game" Chalker, of Critical-Hits.Com and the Cortex Plus Hacker's Guide) It’s time again for elections for the people of Fitzleon, which means it’s time for you to finally get what you want. Whether you’re an ambitious career councilmember trying to elevate your status to the Emperor’s right hand, an idealistic candidate trying to break in for the first time, a member of the Inquisition trying to ensure fair elections, or a reporter trying to uncover the real truth, now is the time to act! A political thriller set in a fantasy land, taking inspiration from such series as Discworld and the Gentlemen Bastards.

Gods and Monsters (by Chris Longhurst): The world is young and majestic: the mountains soar, the ocean pounds, the savannahs sweep in glorious arcs from horizon to horizon, and amid this bounty—and fury—the humans eke out a living and dream the dreams of civilisation. But you are not like them: you are a primal creature, your soul a blazing font of power, your body an expression of your nature. The more extreme your behaviour the greater the power you can wield—but it is easy to become lost in a single facet of your existence and cross the line from god to monster. Gods and Monsters is a game about shaping the course of a world, and about walking the line between power and control.

Psychedemia (by Paul Stefko, of Full Moon): Genetically advanced students at a psionic academy discover a mental realm inhabited by friendly but alien thought-forms. These beings teach the children to access deeper powers, and together they explore virtual worlds within their minds. But when the academy’s faculty learn of the realm, they seek to take control through force. Can the students save their alien friends? Can they convince their elders to live in peace? Or must they find a way to seal the realm off and themselves from it?

The Aether Sea (by Ed Turner): A thousand years of war over the chunk of rock called Homeworld left it a magically-blighted wasteland, so the elves and dwarves stopped fighting for five minutes and figured out how to leave it behind. Soon everyone took to the vast, empty aether sea. The Royal Hegemony keeps their power, however, by keeping a tight rein on the Spellcaster’s Union, and therefore the magic that makes aether travel possible. The players are the crew of a little aethercraft out in the deep sea. They’re folks who’ve got bad blood with the Royals, so they have to take jobs carefully and make do with the best magic unofficial channels can provide. The players are bound together by their ship... it’s not just where they are, it’s a part of their character, and they’re a part of it. But keeping the ship afloat won’t be easy. The sea’s a dark and lonely place, and secondhand magic is... fussy. When it works at all.

Sails Full of Stars (by Don Bisdorf): In the year 1850, three empires struggle for control of the solar system: the Ottomans, whose vast Earthly empire may soon become obsolete; the Chinese, who pioneered the construction of rheoships; and the French, the new masters of alchemy. The worlds beyond Earth are rich in the raw materials needed to produce phlogiston and prometheum, and the great powers of the age are racing to claim these resources with colonies, fortresses, and warships. Wherever patrols are weak, pirates menace the shipping lanes. Fools and madmen push the boundaries of alchemy, heedless of the consequences. And sailors whisper rumors of dragons, kilometers in length from teeth to tail, swimming through the black void. You'll track down pirates, brave the stars, mount shipboard battles, and more—choose your loyalty, set your course, and hoist your rheosails: adventure and glory await!

Masters of Umdaar (by Dave Joria): Behold the fallen world of Umdaar, home to savage warriors, cyborg insects, and merciless warlords. Oh, and lasers—lots and lots of lasers. "Masters" is a retro tribute to such shiny serials as John Carter of Mars, Flash Gordon, He-Man, Thundercats, and many more!

Slip (by Chris Caporaso): Our universe is on the verge of colliding with another. Shadowy denizens from other worlds have begun to slip through into the dark places in ours, causing night terrors, disappearances, deaths, and worse. Most people choose to remain ignorant of the danger, but there are some who seek the cause and a way to stop it: a group known as Vigilance. Some members are afflicted with strange powers that appeared when the creatures did, while others simply want to protect their world and their sanity. You play as these investigators to learn all you can about the threat. Knowledge is your only weapon. Arm yourselves, stop the incursion, and try not to Slip.

Nest (by David Goodwin): When you grew up, you left behind childish things. But now they need your help. There is a place is where children go to become heroes: the realm, dreamed, discovered, or imagined, that a lucky few find when they need it most. They slay giants, solve riddles, learn magic, and become king and queens. But children grow up, and the fantasies of childhood are forgotten. Until now… the realm you once protected is under attack. You have been summoned back from your life, your family, and your ordinary job to defend it from something terrible and very, very real. You must be a hero once more… if you still remember how. Nest is a game of rediscovering the magic of childhood—or shattering the illusions of youth.

The Frontier Spirit (by Nick Pilon): The Commonwealth has stood for thousands of years, but has only civilized a fraction of the galaxy. Despite its fantastic technology, life on an undeveloped colony world is still hard. Even before the problems of pirate raids, corporate claim-jumpers, and outlaw settlers, colonists have to deal with inadequate infrastructure, unpredictable terrain and weather, and the untamed Otherworld. Without the stable, millennia-old pacts tended by the Cosmic Priesthood, settlers have to make their own way in dealing with the spirit world, and with spirits unused to cohabiting with sentient races. Natural disasters, storms, subsistence, and even basic survival are all much harder when the world really is out to get you… Can you find a way for your colony to survive, or even thrive?

The Three Rocketeers (by PK Sullivan): The Queen’s enemies have disbanded the Rocketeers but duty cannot be set aside so easily. The Rocketeers now work from the shadows to protect the queen from threats both foreign and domestic. A deadly cabal of nobles and clergy threaten to usurp Her Majesty Queen Marie-Hélène’s throne and hand Gallia over to Pope Regulus IV. Only you and your compatriots can unravel the conspiracy. Journey through the Holy Roman Stellar Empire and the worlds of Britannica Solaria. Foreign spies and papal agents lurk in every shadow as the trap draws ever closer. A sharp blade and sharper wits will serve you well as interstellar powers play the game of puppets and shadows. The fate of the crown is in your hands. All for one and one for all!

Venture City Powers (by Brian Engard): A follow-up resource for Venture City Stories, this supplement will detail a bunch of pre-built powers and power suites for use with the system and setting.

So What Happens If This Doesn't Work Out?

If we don't get enough pledges to hit at least some of our milestones, it's pretty simple: we won't produce as much adventure/world content. That's not to say we won't produce any at Evil Hat, but it does mean it'll remain a very low priority for us, and as a result there won't be as much drive to produce them. We've made at most a handful over the course of the last four years. So if this duds out, it'll probably be similar for the next four.

And What Happens If It Does?

If we do hit our milestones, adventure production will become a much higher priority. After a ramp-up period we'll be able to produce a more steady stream of them, with greater variety, giving you all plenty of options for running home games, convention one-shots, and more, with a minimum of prep and maximum of fun!

When it comes down to it, this is an experiment for us. Is Patreon a good fit for us? Is there interest in creating, in effect, a subscription to adventure and world content for Fate? You tell us. :)
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