Fate Moves
High Matter Labs
№ Story  ·  Why I built this

Why I Built This.

I didn't set out to build a virtual tabletop. I set out to play one game, well, and to keep a good record of it.

A while back I started a solo Starforged campaign, Kieran Winter and Mae Sedano, drifting through the Forge. Solo play in the Ironsworn family lives and dies by its bookkeeping: the oracles you roll, the moves you make, the vows you swear, the journal entries that string it all into a story. I kept all of it by hand. Notes, logs, journals, the whole apparatus of remembering what happened so the next session could build on it.

And it worked, for a while. But the overhead kept growing. Every session was as much cataloging as it was playing, and eventually the weight of keeping the record straight is what wore the campaign down to a hiatus. The story didn't end because I ran out of story. It stalled because I was spending more energy documenting the play than doing it.

I'd tried the existing tools. There are genuinely good ones out there. But none of them fit the way I actually like to play, the rhythm of roll an oracle, make a move, write what happened, and have all of it land in one place without me stitching it together by hand afterward.

So I built the thing I wished I'd had. Fate Moves VTT does the logging and cataloging for me. Every move roll and oracle result drops straight into the session journal, interleaved with the narrative I'm writing, in the order it happened. The record keeps itself, so the play can stay the focus.

It started as a tool for one player. It grew into something I wanted to share, in case anyone else plays the way I do and feels the same friction I did. The plan is to keep it small and focused, and to hone it with the people who actually want to use it.

And Kieran Winter and Mae Sedano? Their story was always going to continue. Now it continues in the campaign log.

— A. Dallas, High Matter Labs

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