Grand Adventure offers a structured storytelling experience through Challenges. Characters encounter a situation and must navigate it, and their actions burn down one or more points of endurance per action. Not everyone would like that much detail. Fortunately you're not forced to use it.
I wrote up a sample world for Grand Adventure called Talispire. It's supposed to be a Standard Fantasy Setting on the surface, but with more depth if you look closely. So what am I proud of about its design?
Recently my Tuesday Star Wars GM wrote an article about what bothers him when running Fate. I wanted to write a counter-point to some of his thoughts, not intended to bring anyone into the Fate fold specifically, but rather a way to think about running adversary NPCs.
Wishes have power. Especially if you are playing Inept Sorcerers. This is an early version of an add-on rule for that game, allowing players to create wishes that must come true, regardless of cost.
After working on the other Fusion AU documents, I started on a new one, focused on bio-punk, genetic engineering, and monsters of various sorts.