Creating Worlds with the Deck of Fate

In Interstellar Patrol, I present a random table for creating "planets of the week" in a Fate game inspired by classic science fiction like the original series of Star Trek. This table, presented below, uses four Fate dice. But what if you wanted to use that other fine method of generating random results, the Deck of Fate? Because the cards offer extra information, they can add depth to otherwise cardboard-cutout worlds generated with the table.
Random World Table from Interstellar Patrol
Obviously, the die faces on the card generate the type of world. So, if you draw the +0 "First Steps/By the Numbers" card, which shows -00+, the world will be Earth-type. But from there, we can unpack a few more features.

The total on the card can be used to represent either the in-world value or the narrative weight of the world. Take the absolute value of the total, so a -3 is the same as a +3. In the spirit of the Bronze Rule, this becomes a skill rating for the world. When engaging with an element of the world the GM has no interesting thoughts on, a player can roll using the world's skill to create an advantage that establishes that element as important at least temporarily. The GM can also use this skill rating as her bonus when the world itself provides opposition, in abstracted contests or conflicts perhaps.

Each card also includes two phrases. The +0 card from above has the phrases "First Steps" and "By the Numbers." The GM can use these phrases as aspects to define the world and its place in the campaign. One should describe the world itself, while the other informs the plots of stories set there. First Steps might imply an early colony world with little infrastructure and a lot of folks with grit. By the Numbers means that regulations and protocol will figure into adventures on this world.

Finally, cards have one or more sun, moon, or eclipse symbols. At the beginning of each session, place a fate point on the world for each symbol. These fate points can be used by the players as bonus points when engaging with the world. When spending a bonus fate point, the player chooses which of the icons it represents. Sun fate points can be spent to invoke one of the world's aspects. Moon points can be used to compel a character with a world aspect. And the rare eclipse points are worth double and can be used to either invoke or compel. (Eclipse invokes give +4 to a single roll, while eclipse compels give the compelled player 2 fate points when accepted.) Each icon can be used only once per session.

Here are a few more examples of world creation using cards.

Earth-type World
Skill: Fair (+2)
World Aspect: Coming Up Roses
Story Aspect: It's All in the Reflexes
Bonus Points: 2 invokes

Artificial World
Skill: Mediocre (+0)
World AspectPush and Pull
Story AspectKeeping An Eye On It
Bonus Points: 2 invokes

Hell World
Skill: Average (+1)
World AspectWell Practiced
Story AspectA Shining Moment
Bonus Points: 3 invokes

Earth-type World
Skill: Fair (+2)
World Aspect: Bewildered
Story Aspect: Outmaneuvered
Bonus Points: 2 compels

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