Evil Hat Productions is creating
Adventures and Worlds for Fate

Evil Hat believes passion makes the best games.

Give $
per Adventure or World Created
per Adventure or World Created
Milestone Goals
6 Milestone Goals
Nook & Kindle Formats
$4,500 per Adventure or World Created
At this goal we'll create ePub (Nook) and mobi (Kindle) formatted versions of the Worlds & Adventures as well. Once this becomes a regular thing, these formats won't be released at the same time as the PDFs in all likelihood, but we'll add those formats to the DriveThruRPG products as soon as they're available (probably within a month or so of the PDF release). We'll also begin work on retroactively converting all prior Patreon-funded releases.
From Patreon to Press
$8,500 per Adventure or World Created
A lofty, aspirational goal! But an incremental one too: we're already doing some experimenting, here and there, with releasing some of our Patreon content in a full-color, softcover print format. If those do well in retail, we may have cause enough to do it for more of the Patreon titles. The closer we get to this number, the likelier it is we'll simply do it for all of them, regardless!


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.


Silver Spring, MD, USA

Evil Hat Productions is Supporting

Top PatronsSee all 716

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!

So What's a "Fate World & Adventure" Exactly?

You seek the elevator pitch! This is it:

"The FateAdventures & Worlds line provides compact, rich, affordable, gorgeous settings with a ready-to-go adventure for GMs in a pinch. Buy one this afternoon, be ready to run this evening."

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?

Venture City Stories, Secrets of Cats, Save Game, The Aether Sea, Romance in the Air, and Psychedemia have already been delivered. Your support means the rest of these become a reality!

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.

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!

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.

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?

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.

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 & Ed Turner): 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.

Sisiutl’s Children (by Sophie Lagace): “If you will stare fear in the face, I will be at your back. Together, we will stand up to the Devourers.”  The great spirit Sisiutl has taken it upon himself to help humankind grow in wisdom and strength. He sees light and dark in each soul, and coaxes out the light or punishes evil. Those he finds worthy become heroes — protectors of the Coastal People and mediators with the Spirit World. Bonded with the great water dragons that are Sisiutl’s progeny, they will fight monsters, arbitrate disputes, harvest knowledge, and face the darkness in their own souls. Sisiutl’s Children is a Pacific Northwest fantasy setting based on the coastal Native cultures — Haida, Kwakwaka'wakw, Nuu-chah-nulth and others — mixed with the dragon-riding tales of Naomi Novik and Anne McCaffrey, where the heroes battle supernatural threats to protect their clan. Will you ride the dragon into battle or will you be the dragon?

Tick-Tock Templars (by Brie Sheldon & Clark Valentine): Tick-Tock Templars is a time-hopping planar adventure, where a group of heroes from across Earth’s history try to save the universe from extra-dimensional mechanical nightmares attempting to convert the entire multiverse into components of a single colossal predestination engine. The archangels, inscrutable beings of immense power, are positioned to aid the humans in their quest, but have agendas and motivations of their own, beyond easy human understanding. Gather your historic heroes, calibrate your dimensional aethertram, and save the universe!

Nitrate City (by Doselle Young & Bill White): Nitrate City is a place where elements of Film Noir and classic Universal movie monsters combine with explosive results. Play a member of ‘The Night Squad,’ a unique off-the-books crime-fighting task force. Night Squad members are slick Private Eyes and hulking Thugs, cigarette smoking Fatales and deadly hit men. Others are vampires, werewolves, mummies and creatures from beneath the darkest waters. Your work will be opposed at every move by a secret society of criminals called ‘The Consortium,’ led by notorious criminal Victor Stitch, aka Frankenstein’s Mobster. Can you survive this action-packed, celluloid landscape?

How'd The First Year Go?

Great! Read about it here: http://www.patreon.com/creation?hid=1396304

What's Next?

Pledges have steadily crept towards $4000 and have hovered just above that mark for some time. After fees, that's just enough to cover our digital production costs of about $3400 between writing, editing, development consultation, art, and art direction; Fred's layout is covered by his general Evil Hat salary, so that doesn't add to our costs.

If we can reach and sustain $4500 we'll work on providing Kindle and Nook formats of the adventures (going forward and retroactively). This goal's not that far off, so we're hoping we can draw in a few more folks to make it a possibility.

Then there's the big one — $8500. At that level, and with our observed actual net take, we will be able to unreservedly take each new Patreon adventure into print format within a few months of its digital release. This is an aspirational goal; the closer we get to it, even not having reached it, the more easily we can consider taking any one given adventure into print. So ultimately, $8500 is the "no-brainer" number. Every point between $4500 and $8500 is an achievement that makes that outcome more likely. If we don't reach $8500, we'll still be looking into producing print versions — it just might take a lot longer (as we wait for the market to generate the funds), and in some cases might have to end up "stuck" in digital.
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