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Fate Core vs The Quiet Year

Compare Fate Core and The Quiet Year side by side. See differences in complexity, dice, genre, and more.

Fate CoreThe Quiet Year
GenreUniversalPost-Apocalyptic
TagsNarrative, Fiction-First, Character-Driven, Collaborative, Tag-Based, Toolkit, Worldbuilding, Rules-Light, Social Combat, Strong GM SupportGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core MechanicRoll four Fate dice and add a skill rating to compare with the opposition. Spend Fate points to invoke a relevant aspect for +2 or a reroll. Accept an aspect-based complication to gain a Fate point.No dice, no GM. A deck of playing cards drives play: each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades).
Dice4dFDiceless
ComplexityLowVery Low
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools3 of 5 book tools
LicenseCC BY 3.0 (SRD)Proprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherEvil Hat ProductionsBuried Without Ceremony (Avery Alder)
Year20132013
LanguagesEnglish, French, German, Spanish, Portuguese, ItalianEnglish
Best ForGroups who want to build their own setting and follow capable heroes through personal complications and dramatic conflicts.Groups who want to collaboratively build a community's story through map-drawing: 52 weeks of discoveries, projects, and tensions before everything changes.
HighlightsCompels turn character weaknesses into story complications that earn Fate points. Creating advantages gives allies free aspect invocations to combine for decisive actions. Conceding a conflict preserves some control over defeat and earns Fate points for later scenes.Card-driven structure (one card per week across four seasons) paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns
ConsiderationsAspect use depends on agreement about which fictional details apply. Full character and setting creation can take an entire session. Magic and other extras require group decisions about permissions and costs.Contempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group