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Digital Subscriptions > Tabletop Gaming > July 2018 (#20) > How We Made

How We Made

The flexible RPG system put no limits on creativity and let players take their story into their own hands, leading to some of the most imaginative roleplaying experiences out there

FATE CORE

Fate Core hands players the tools to create their own world to roleplay in

The world of roleplaying oThers a vast array of experiences, from the monster-infested caverns of Dungeons & Dragons to the hostile universe of Traveller and the mind-warping horror of Call of Cthulhu. For decades, RPGs have transported players to weird and wonderful settings using only dice, pencils and the power of imagination.

But while most roleplaying releases focus on a particular fictional backdrop, others have bigger things in mind. Released in 2013, Fate Core doesn’t attempt to cater to any individual genre. Instead, it hands players a toolkit to build their own worlds, creating characters and locations from scratch and telling any kind of stories they can conceive of.

It’s a bold, narrative-driven approach, and over the years it’s won the game a legion of loyal fans. We spoke to its creators to learn about its origins, and how what started as a personal project released for free online grew into a thriving and respected indie games studio.

READY TO ROLE

Like many roleplayers, Fate Core cocreator Fred Hicks traces his roots in gaming to Dungeons & Dragons.

“I first got into RPGs through a kid called Eamon in third grade,” he explains. “He was in school, tinkering with the D&D Red Box in plain sight. I remember I was absolutely fascinated by all of the dice.

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