Evil Hat Productions is creating Adventures and Worlds for Fate
610

patrons

$2,986
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, The Agency, Arecibo, and Grimoire 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?

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): Long before the Spanish Conquistadors invaded their country, and even before the northern Inka tried to subdue them, the Mapuche—the “People of the Land”—thrived. Since always they have lived in the Mapu, a “Land” of ever-green valleys, crossed over by numerous lakes and rivers, and enclosed in the East by a mighty mountain range. In the Mapu the natural and preternatural coexist, and that is why the leaders of the Mapuche people—the longko—need the protection of young warrior-women who are both wise in the ways of the world and strong enough to confront dangers beyond the human understanding. In The Way of the Pukona the players tell their own stories about these young warrior-women, the pukona, brave souls who are willing to lay down their lives for their longko and their communities. While doing so, the pukona have to fight not only against both visible and invisible threats, but also against the temptation and corruption that come from within, in the form of selfishness and violence.

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.

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.

Ngen Mapu (by Felipe Real): In Ngen Mapu the players interpret seemingly all-mighty Preternatural Beings in charge of a portion of reality who must defend their chosen Idea from the ravages of Oblivion in a contemporary, urban Fantasy setting. This Fate World is inspired by the Nobilis RPG and real-life Mapuche mythology. The intended mode of play is for short campaigns with a focus on discovery and wonder, as well as the difficulties of defending those in our skeptic, disillusioned world.

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 493 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 121 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
$2,986 of $3,500 per Adventure or World Created
By our calculations, at $3500 (after accounting for declined pledges, Patreon's cut, and payment processing fees), we're getting enough from this campaign that digital adventure production is self-sustaining: we'll be able to cover most or all of our digital production costs comprising writing, editing, development consultation, art, and art direction. (Fred Hicks is doing layout for these at no cost to the project.)
6 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, The Agency, Arecibo, and Grimoire 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?

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): Long before the Spanish Conquistadors invaded their country, and even before the northern Inka tried to subdue them, the Mapuche—the “People of the Land”—thrived. Since always they have lived in the Mapu, a “Land” of ever-green valleys, crossed over by numerous lakes and rivers, and enclosed in the East by a mighty mountain range. In the Mapu the natural and preternatural coexist, and that is why the leaders of the Mapuche people—the longko—need the protection of young warrior-women who are both wise in the ways of the world and strong enough to confront dangers beyond the human understanding. In The Way of the Pukona the players tell their own stories about these young warrior-women, the pukona, brave souls who are willing to lay down their lives for their longko and their communities. While doing so, the pukona have to fight not only against both visible and invisible threats, but also against the temptation and corruption that come from within, in the form of selfishness and violence.

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.

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.

Ngen Mapu (by Felipe Real): In Ngen Mapu the players interpret seemingly all-mighty Preternatural Beings in charge of a portion of reality who must defend their chosen Idea from the ravages of Oblivion in a contemporary, urban Fantasy setting. This Fate World is inspired by the Nobilis RPG and real-life Mapuche mythology. The intended mode of play is for short campaigns with a focus on discovery and wonder, as well as the difficulties of defending those in our skeptic, disillusioned world.

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 493 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 121 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!