Rebuilding Fate
Fate was published as a toolkit — the text itself expects you to swap approaches, redraw stress tracks, and bolt on subsystems. Some well-worn paths, from lightest touch to heaviest:
Dials first, edits second
The dials that already live on the campaign file cost nothing to turn: startingRefresh (more refresh = more stunts and a richer economy) and the approach list itself — rename, merge, or replace approaches to fit the setting, the way FAE expects you to. Advancement caps any single approach at Superb (+5). When a variant earns permanence, promote it: edit the rule text and its paired instruction together.
Reskinning the approach list
The fastest full rework in Fate is a new approach list — six approaches become five, seven, or a set of professions, and it's still Fate. Here that means: replace the files in Approaches/, rewrite the key list in the character schema's skills expression, and update the skillBonuses enum on the stunt type so stunts can still point at an approach. The turn-order line in the conflict instruction (Quick for physical, Careful for mental) and the advancement cap are the other places an approach assumption lives — change them to match, or your new approaches keep borrowing old reflexes. Chapter 3 has the two-edit rule; this is it at scale.
Stress and consequences as dials
The stress expression is the physics of how dangerous your game feels. Fewer boxes and cheaper consequences make a gritty game; more boxes make pulp. Because the box count is computed in one place, grit is a one-expression change — and if you add a second track (Wealth stress, Reputation stress), follow the existing pattern: a stress-track file describing it, computed boxes, a state object on the character, and a clause in the absorption and scene-end instructions. The three-part pattern from chapter 4, every time.
Building a setting on top
The system is setting-agnostic; Corvenna lives entirely in the content records. @Missing file is the model — a setting paragraph, issues written as Aspect files (@Missing file is an aspect of the whole campaign, which is Fate's sharpest worldbuilding tool), faces and places, and scenes pointing at zones. Build a new world by replacing the campaign, aspects, NPCs, scenes, and zones — and set the project's image style once in settings so every generated image lands in the same world. The Characters, meanwhile, are wired to the campaign only through their aspects; recast the aspects and the same sheets play anywhere.
Shipping it
Before you publish a derived project: keep @Missing file with the verbatim credit block; add an honest list of your own changes; don't use the Fate name, logo, or "Powered by Fate" branding without meeting Evil Hat's separate terms; use no artwork from any Fate publication; and make your own cover. Then let people clone yours and rebuild it again — which is what the license, the toolkit, and this manual are all for.