Evil Hat Productions is creating Adventures and Worlds for Fate
617

patrons

$3,068
per Adventure or World Created
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, Psychedemia, Eagle Eyes, Sails Full of Stars, Gods and Monsters, Nest, Masters of Umdaar, Slip, Frontier Spirit, The Three Rocketeers, House of Bards, Deep Dark Blue, Knights of Invasion, Morts, Nitrate City, Under the Table, Good Neighbors, Blood on the Trail, Loose Threads, Ghost Planets, Red Planet, Andromeda, Uranium Chef, Prism, So the Story Goes, Straw Boss, On The Wall and The Agency have already been delivered. Your support means the rest of these become a reality!

Til Dawn (by Kira Magrann): In the year 2121, nestled amidst the lush mountainous forests of Falling Water is the most progressive DJ competition on the planet: Til Dawn. This idyllic landscape where glass and fiberplastics glint white and weave throughout waterfalls and thick old trees is the perfect locale for creating phenomenal musical experiences. Famous DJ Squads come to compete for the title of the Planet’s Next DJ Superstars. To create their sounds and effects DJs wear Shells: cybernetically enhanced bodies that they can switch out and customize to create fully integrated multi-sensual experiences. Til Dawn is of course broadcast live for the most ultimate real drama possible. Competitors not only have to excel at increasingly difficult music challenges, but also juggle relationships, the public perception of their personas, and sabotage from other DJ Squads. Can players work with their DJ Squad to come out on top and win the prestigious planetary title, or will they be crushed by the drama?

Grimoire (By Lore Graham): Daemon summoning is banned in Ganseldom by religious and civil authorities alike, but that’s never stopped ambitious nobles and warlocks. As supernatural beings outside the constraints of human morality, daemons are invaluable minions when there are battles to win, secrets to steal, and coups to enact. With the recent invention of the printing press and increased literacy rates, grimoires containing the rites for daemon summoning are more common than ever. Now you too can join the ranks of warlocks, discretely selling your services to those rich - or foolhardy - enough to contract daemon summoners. But beware, as daemons’ capricious cleverness may lead their masters to downfall rather than glory.

Clockwinders (By Jahmal Brown): Clockwinders repair and reset the geo-arcane mechanics on Cadvini, or they did ages ago. The role is ceremonial these days on the tidally locked, clock-work world of Cadvini. One side is bathed in perpetual sun-fire the other in darkness and storms. Scattered across a temperate, habitable zone are pockets of civilization. They say it wasn’t always this way but for the arrogance of wizards. Perhaps, wizards are to blame still today. There are glaciers floating in from the dark side of the Frost sea destroying coastal towns. The academy at the Dawn Palace that borders on the ‘day side’ is smoldering. The stone glyph walls are melting. It is up to the Clockwinders to discover what’s amiss and set it right. They will travel across wondrous Cadvini to repair the nine clock-work cores...uh, once they re-discover where the cores are located and how to reset the clock-work devices, oh! and avoid the traps and hazards that protect the clock-work cores. Go Clockwinders!

All the Queen's Women (by Felipe Real): The Isle of Destiny is a mysterious and magical place where anything can happen due to its proximity to the Otherworld. Because of this, the sovereigns of these lands have to face not only the machinations of their warring neighbors, but also that of supernatural creatures whose behavior and powers can never be predicted. As a result, every ruling queen assembles a group of her best warrior-poetesses to counsel and protect her from any and all threats, including but not limited to raids, invasions, kidnappings, curses, magical seductions and Otherworldly-hunts. In All the Queen’s Women the players interpret these brave and tragic women, sworn to defend her liege to the death if necessary. When they are not actively doing that, these women spend their days feasting, hunting, and competing with one another to demonstrate who is the worthiest, be it with the edge of a sword, the point of a spear, or the wit of a verse.

Weird World News (by André la Roche): A groovy game based off your favorite cartoons from the 1970s. Players control intrepid members of an Extreme News Team on the hunt for UFOs, ghosts, mothman, and other cryptids. But not all is as it seems—for every authentic cryptid uncovered, there's another half-dozen frauds: executors disguised as bigfoot trying to bilk the rightful heirs out of an inheritance; a restauranteur dressed in mummy bandages trying to stamp out competition; or a ruthless robber-baron masked as a vampire trying to extort the cheap sale of neighboring land. Who knows what faces will be unveiled at the climax of each adventure? And who knows when a real monster will be the actual culprit? Jinkies! Will include new rules for GM-less play options that allows for games of as few as two players.

Ministry (by Jess Nevins): In 1945 the British government established the Ministry of Rocketry, and thanks to retro-engineered alien technology Great Britain has begun taking steps into space. Unfortunately, in the thirteen years since then a variety of aliens have either been discovered on Earth or landed here. These aren’t the comical little green men of cheap science fiction stories; these aliens are diseases, mind-controllers, and shape-shifters, all intent, in their own ways, on seizing power and/or infecting as many humans as possible. Various alien outbreaks have killed tens of thousands of people around the world–-at home in Liverpool and Norwich, even–-while other aliens have tried to possess Josef Stalin, Jawaharlal Nehru, and (reportedly) Mao Zedong. You are field agents of the Ministry of Rocketry, assigned to London. Can you protect the country–-the city–-your homes–-your families–-your very selves–-against the alien threat?

Almbrecht After Dark (by Catherine Bult): Mysterious, sharp-fingered Jacks haunt the eaves of the city of Almbrecht and threaten its citizens’ dreams. No one knows where they come from. No one knows how to get rid of them. And the countryside is wracked by partisan violence that promises worse to come. Play as a thaumaturge, trying to find a way to protect citizens against the Jacks as trade slows to a crawl. Or as a young veteran who can’t tell if their nightmares come from the Jacks or not. Or as a spy stranded in the city, with no one to trust. No one is safe when the sun goes down and you hear long fingers pattering at the glass of your windows. Nothing like the threat of madness on top of blistering summer heat and a long-simmering civil war to push a city to its breaking point.

Arecibo (by Nicolas Hornyak): Everyone on the island knew that something was amiss when the power went out. It wasn’t that Puerto Ricans never saw their lights and appliances turn back on, but in the municipality of Arecibo, frogs and crickets began to fall quiet and bring stillness to the night. Slowly but surely, children investigated and started to understand that something far worse than mere animals dwelled in their tropical paradise. But when the island is abruptly blockaded by US Armed Forces, it is up to them to determine what has gone wrong when no adult will listen, and perhaps stop the very end of the world. In the far reaches of space, something stirs in response to the Arecibo message. Deep in the giant caverns of the island, another answers. Stranger Things and the eldritch meets Puerto Rico and Arecibo Observatory in its darkest hours.

Carnifex (by Ando Muneno): Afghanistan. Less of a country so much as an arbitrary border carved around collections of tribes in some of the most inaccessible and inhospitable terrain on the planet. It is no mystery why it has become known as the Grave of Empires. Locals, particularly the minority Hazara ethnic group, insist that the mountains are stalked by djinn, dwarves with a taste for flesh and the Al, a race of feminine monsters with teeth like iron and claws of bronze. Invaders have always dismissed this as backwards nonsense at their own peril. Scattered reports of Non-human Hostile Contacts (NHCs) emerged when the first reconnaissance teams inserted into the region on the eve of the War on Terror. These incidents are increasing in frequency and the body count has risen to the point where coalition forces can no longer ignore them. At the same time, rumors of escaped Soviet era bioweapons, child stealing monsters and the literal wrath of God are destroying troop morale and fanning the flames of insurgency. The extent of this threat must be assessed and the cause eliminated lest it spread beyond the borders of Afghanistan, if it hasn’t already. Enter the so-called Carnifex Teams. You are a deniable asset: be that spec ops, local interpreter, scientist or private contractor; charged with the unenviable but very profitable job of covertly hunting monsters amid the chaos of the Long War. Your missions will take you from dusty streets of Kabul, through vast fields of opium, to the wind scoured and frozen peaks of the Hindu Kush. Along the way you must navigate a web of Taliban, warlords, tribal leaders, spooks, terrorists, smugglers and coalition forces with their own agendas. Not to mention survive sniper fire, IEDs, mortars, ambushes and whatever it is out there turning friend and foe alike inside out. Good luck and good hunting.

The Crisp Line (by Colleen O'Rourke): In the not too distant future, changing your genes is like changing your name: tricky, but available for the right intentions, or the right price. What once began as a technology for medical necessities has expanded into the realms of artistic expression, personal vanity, and crime. For the moment, gene-modding is legal and dozens of companies market lines that allow the customer to take on aspects drawn from animals or the imagination. More popular packages have lead to pockets of genetic divergence that some are hesitantly classifying as new “races.” Meanwhile, the gene-mod movement continues to grow and diversify. Some regret their choices, some fight back against these “gene-pervs,” while others turn their eyes forward to what the meaning of “humanity” might become. Players play in a system that lets them expand the limits of their own genetic code while exploring themes of class, evolving subcultures, and identity. Shadowrun meets GATTACA.

Uncanny Nanny (by Brian Engard): Your new nanny has arrived and there's something... off about her. When your parents aren't looking, she smiles just a little too wide, her shadow seems to move on its own, and you just know she has sinister designs. Welcome to Victoria City, a place of shadows and smoke, of dark alleys and bright parks, of trains and carriages and kites. Imagine Uncanny Nanny as Mary Poppins, except that Mary's been replaced by the Other Mother from Coraline. As a child in Victoria City, you're at the mercy of the adults in your life, none more so than the nanny who's been hired to mind you and keep you out of trouble. But this nanny is different; she can do wondrous and sometimes frightening things and, while she says she has your best interests at heart, you know that she's trying to leech your imagination away, to feed on it and leave you practically perfect... according to her, at least. That very imagination is your only weapon against the UncannyNanny, your only defense. But watch out: too much imagination invites chaos into your world, and nobody can predict or control where that will lead!

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 just shy of covering our average digital production costs running between $3500-4200, including 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.

That said, we'd like to make these worlds bigger, if you're willing to show us that it's wanted. You can read about our plans for that in this linked post.
Rewards
Fate-Powered Adventurer
$4 or more per Adventure or World Created 491 patrons
You're interested in seeing more Fate-powered adventures from Evil Hat! We'll be making every World of Adventure created for this project Pay What You Want when we release it. If we were to put a price tag on each one, it'd be about $4-$5. So, thank you for putting your faith in us in advance! 


We'll do our best to bring you a new awesome thing every time. 

Fate Corps Insider
$12 or more per Adventure or World Created 129 patrons
Your big gesture of support for Fate adventures is a big deal to us. 


As a Fate Corps Insider, you will get to see how the creative direction of adventures is handled behind the scenes — as well as be a part of it. 


You will also get a chance to see the edited text of our adventures before they goes into art and layout, often weeks or months before the final product is released to the world.


We'll also give you additional sneak peeks at the stuff we're working on at Evil Hat that aren't even in the scope of this Patreon!

Goals
$3,068 of $8,000 per Adventure or World Created
At this level, we'll raise our word-count cap by 5,000 words a THIRD time, to 30,000 words. That's twice as many as our first wave were offered! At this point the new Worlds we develop under this milestone will be less "booklets" and more "books" in their own right, running 80-100 pages each!
9 of 9
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, Psychedemia, Eagle Eyes, Sails Full of Stars, Gods and Monsters, Nest, Masters of Umdaar, Slip, Frontier Spirit, The Three Rocketeers, House of Bards, Deep Dark Blue, Knights of Invasion, Morts, Nitrate City, Under the Table, Good Neighbors, Blood on the Trail, Loose Threads, Ghost Planets, Red Planet, Andromeda, Uranium Chef, Prism, So the Story Goes, Straw Boss, On The Wall and The Agency have already been delivered. Your support means the rest of these become a reality!

Til Dawn (by Kira Magrann): In the year 2121, nestled amidst the lush mountainous forests of Falling Water is the most progressive DJ competition on the planet: Til Dawn. This idyllic landscape where glass and fiberplastics glint white and weave throughout waterfalls and thick old trees is the perfect locale for creating phenomenal musical experiences. Famous DJ Squads come to compete for the title of the Planet’s Next DJ Superstars. To create their sounds and effects DJs wear Shells: cybernetically enhanced bodies that they can switch out and customize to create fully integrated multi-sensual experiences. Til Dawn is of course broadcast live for the most ultimate real drama possible. Competitors not only have to excel at increasingly difficult music challenges, but also juggle relationships, the public perception of their personas, and sabotage from other DJ Squads. Can players work with their DJ Squad to come out on top and win the prestigious planetary title, or will they be crushed by the drama?

Grimoire (By Lore Graham): Daemon summoning is banned in Ganseldom by religious and civil authorities alike, but that’s never stopped ambitious nobles and warlocks. As supernatural beings outside the constraints of human morality, daemons are invaluable minions when there are battles to win, secrets to steal, and coups to enact. With the recent invention of the printing press and increased literacy rates, grimoires containing the rites for daemon summoning are more common than ever. Now you too can join the ranks of warlocks, discretely selling your services to those rich - or foolhardy - enough to contract daemon summoners. But beware, as daemons’ capricious cleverness may lead their masters to downfall rather than glory.

Clockwinders (By Jahmal Brown): Clockwinders repair and reset the geo-arcane mechanics on Cadvini, or they did ages ago. The role is ceremonial these days on the tidally locked, clock-work world of Cadvini. One side is bathed in perpetual sun-fire the other in darkness and storms. Scattered across a temperate, habitable zone are pockets of civilization. They say it wasn’t always this way but for the arrogance of wizards. Perhaps, wizards are to blame still today. There are glaciers floating in from the dark side of the Frost sea destroying coastal towns. The academy at the Dawn Palace that borders on the ‘day side’ is smoldering. The stone glyph walls are melting. It is up to the Clockwinders to discover what’s amiss and set it right. They will travel across wondrous Cadvini to repair the nine clock-work cores...uh, once they re-discover where the cores are located and how to reset the clock-work devices, oh! and avoid the traps and hazards that protect the clock-work cores. Go Clockwinders!

All the Queen's Women (by Felipe Real): The Isle of Destiny is a mysterious and magical place where anything can happen due to its proximity to the Otherworld. Because of this, the sovereigns of these lands have to face not only the machinations of their warring neighbors, but also that of supernatural creatures whose behavior and powers can never be predicted. As a result, every ruling queen assembles a group of her best warrior-poetesses to counsel and protect her from any and all threats, including but not limited to raids, invasions, kidnappings, curses, magical seductions and Otherworldly-hunts. In All the Queen’s Women the players interpret these brave and tragic women, sworn to defend her liege to the death if necessary. When they are not actively doing that, these women spend their days feasting, hunting, and competing with one another to demonstrate who is the worthiest, be it with the edge of a sword, the point of a spear, or the wit of a verse.

Weird World News (by André la Roche): A groovy game based off your favorite cartoons from the 1970s. Players control intrepid members of an Extreme News Team on the hunt for UFOs, ghosts, mothman, and other cryptids. But not all is as it seems—for every authentic cryptid uncovered, there's another half-dozen frauds: executors disguised as bigfoot trying to bilk the rightful heirs out of an inheritance; a restauranteur dressed in mummy bandages trying to stamp out competition; or a ruthless robber-baron masked as a vampire trying to extort the cheap sale of neighboring land. Who knows what faces will be unveiled at the climax of each adventure? And who knows when a real monster will be the actual culprit? Jinkies! Will include new rules for GM-less play options that allows for games of as few as two players.

Ministry (by Jess Nevins): In 1945 the British government established the Ministry of Rocketry, and thanks to retro-engineered alien technology Great Britain has begun taking steps into space. Unfortunately, in the thirteen years since then a variety of aliens have either been discovered on Earth or landed here. These aren’t the comical little green men of cheap science fiction stories; these aliens are diseases, mind-controllers, and shape-shifters, all intent, in their own ways, on seizing power and/or infecting as many humans as possible. Various alien outbreaks have killed tens of thousands of people around the world–-at home in Liverpool and Norwich, even–-while other aliens have tried to possess Josef Stalin, Jawaharlal Nehru, and (reportedly) Mao Zedong. You are field agents of the Ministry of Rocketry, assigned to London. Can you protect the country–-the city–-your homes–-your families–-your very selves–-against the alien threat?

Almbrecht After Dark (by Catherine Bult): Mysterious, sharp-fingered Jacks haunt the eaves of the city of Almbrecht and threaten its citizens’ dreams. No one knows where they come from. No one knows how to get rid of them. And the countryside is wracked by partisan violence that promises worse to come. Play as a thaumaturge, trying to find a way to protect citizens against the Jacks as trade slows to a crawl. Or as a young veteran who can’t tell if their nightmares come from the Jacks or not. Or as a spy stranded in the city, with no one to trust. No one is safe when the sun goes down and you hear long fingers pattering at the glass of your windows. Nothing like the threat of madness on top of blistering summer heat and a long-simmering civil war to push a city to its breaking point.

Arecibo (by Nicolas Hornyak): Everyone on the island knew that something was amiss when the power went out. It wasn’t that Puerto Ricans never saw their lights and appliances turn back on, but in the municipality of Arecibo, frogs and crickets began to fall quiet and bring stillness to the night. Slowly but surely, children investigated and started to understand that something far worse than mere animals dwelled in their tropical paradise. But when the island is abruptly blockaded by US Armed Forces, it is up to them to determine what has gone wrong when no adult will listen, and perhaps stop the very end of the world. In the far reaches of space, something stirs in response to the Arecibo message. Deep in the giant caverns of the island, another answers. Stranger Things and the eldritch meets Puerto Rico and Arecibo Observatory in its darkest hours.

Carnifex (by Ando Muneno): Afghanistan. Less of a country so much as an arbitrary border carved around collections of tribes in some of the most inaccessible and inhospitable terrain on the planet. It is no mystery why it has become known as the Grave of Empires. Locals, particularly the minority Hazara ethnic group, insist that the mountains are stalked by djinn, dwarves with a taste for flesh and the Al, a race of feminine monsters with teeth like iron and claws of bronze. Invaders have always dismissed this as backwards nonsense at their own peril. Scattered reports of Non-human Hostile Contacts (NHCs) emerged when the first reconnaissance teams inserted into the region on the eve of the War on Terror. These incidents are increasing in frequency and the body count has risen to the point where coalition forces can no longer ignore them. At the same time, rumors of escaped Soviet era bioweapons, child stealing monsters and the literal wrath of God are destroying troop morale and fanning the flames of insurgency. The extent of this threat must be assessed and the cause eliminated lest it spread beyond the borders of Afghanistan, if it hasn’t already. Enter the so-called Carnifex Teams. You are a deniable asset: be that spec ops, local interpreter, scientist or private contractor; charged with the unenviable but very profitable job of covertly hunting monsters amid the chaos of the Long War. Your missions will take you from dusty streets of Kabul, through vast fields of opium, to the wind scoured and frozen peaks of the Hindu Kush. Along the way you must navigate a web of Taliban, warlords, tribal leaders, spooks, terrorists, smugglers and coalition forces with their own agendas. Not to mention survive sniper fire, IEDs, mortars, ambushes and whatever it is out there turning friend and foe alike inside out. Good luck and good hunting.

The Crisp Line (by Colleen O'Rourke): In the not too distant future, changing your genes is like changing your name: tricky, but available for the right intentions, or the right price. What once began as a technology for medical necessities has expanded into the realms of artistic expression, personal vanity, and crime. For the moment, gene-modding is legal and dozens of companies market lines that allow the customer to take on aspects drawn from animals or the imagination. More popular packages have lead to pockets of genetic divergence that some are hesitantly classifying as new “races.” Meanwhile, the gene-mod movement continues to grow and diversify. Some regret their choices, some fight back against these “gene-pervs,” while others turn their eyes forward to what the meaning of “humanity” might become. Players play in a system that lets them expand the limits of their own genetic code while exploring themes of class, evolving subcultures, and identity. Shadowrun meets GATTACA.

Uncanny Nanny (by Brian Engard): Your new nanny has arrived and there's something... off about her. When your parents aren't looking, she smiles just a little too wide, her shadow seems to move on its own, and you just know she has sinister designs. Welcome to Victoria City, a place of shadows and smoke, of dark alleys and bright parks, of trains and carriages and kites. Imagine Uncanny Nanny as Mary Poppins, except that Mary's been replaced by the Other Mother from Coraline. As a child in Victoria City, you're at the mercy of the adults in your life, none more so than the nanny who's been hired to mind you and keep you out of trouble. But this nanny is different; she can do wondrous and sometimes frightening things and, while she says she has your best interests at heart, you know that she's trying to leech your imagination away, to feed on it and leave you practically perfect... according to her, at least. That very imagination is your only weapon against the UncannyNanny, your only defense. But watch out: too much imagination invites chaos into your world, and nobody can predict or control where that will lead!

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 just shy of covering our average digital production costs running between $3500-4200, including 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.

That said, we'd like to make these worlds bigger, if you're willing to show us that it's wanted. You can read about our plans for that in this linked post.

Recent posts by Evil Hat Productions

Rewards
Fate-Powered Adventurer
$4 or more per Adventure or World Created 491 patrons
You're interested in seeing more Fate-powered adventures from Evil Hat! We'll be making every World of Adventure created for this project Pay What You Want when we release it. If we were to put a price tag on each one, it'd be about $4-$5. So, thank you for putting your faith in us in advance! 


We'll do our best to bring you a new awesome thing every time. 

Fate Corps Insider
$12 or more per Adventure or World Created 129 patrons
Your big gesture of support for Fate adventures is a big deal to us. 


As a Fate Corps Insider, you will get to see how the creative direction of adventures is handled behind the scenes — as well as be a part of it. 


You will also get a chance to see the edited text of our adventures before they goes into art and layout, often weeks or months before the final product is released to the world.


We'll also give you additional sneak peeks at the stuff we're working on at Evil Hat that aren't even in the scope of this Patreon!