Player's Handbook · Chapter 8

Playing at This Table

The Narrator

This template's GM is called The Narrator. The job, straight from the rules:

  • Run scenes — start them, frame who's there, end them when the interesting things have played out.
  • Adjudicate the rules — final say on how a rule applies.
  • Set difficulties — not very tough: Mediocre (+0), or just let them succeed. At least one reason it's tough: Fair (+2). Extremely difficult: Great (+4). Impossibly difficult: as high as makes sense — they'll need fate points and help, and that's fine.
  • Play the NPCs — everyone you don't control.
  • Keep things moving — if the table stalls, shake things up. Never let indecision bog the game down.
  • Make everyone awesome — the goal is to challenge the heroes, not defeat them. Every PC gets to be the star.

Table conventions

  • Say it, then roll it. Describe what your character does; the table agrees whether there's real opposition and which approach fits. No describing your way into your best approach.
  • Fate points are currency. Compels, concessions, and invokes keep the economy flowing — a hero who refuses every complication starves their own big moments.
  • Compels are welcome here. Offer them on yourself; the complication you accept is the plot advancing.
  • One action per turn in conflicts. Defend on other people's turns freely — that's when defending happens.
  • The GM's fate points are limited too — a scene's pool is one per PC; when it's empty, the world can't invoke against you.

Full player rules: [Welcome to Fate](@Missing file), [The Four Actions & Four Outcomes](@Missing file), [Aspects, Invoking & Compelling](@Missing file), [Stress, Consequences & Recovery](@Missing file), [Challenges, Contests & Conflicts](@Missing file). The [Action Card](@Missing file) keeps the action outcomes at your fingertips.

Manual updated Oct 5, 2026.