Fill-in-the-blank sentences, AND and OR groups, costs, effects and dice tests. No code, anywhere.
This chapter is a reference: come back to it when an adventure needs it. If Fatum is new to you, start with the first step of the path: What the engine can do
A rule is a sentence
The "Rules…" button on a choice opens the builder. A rule there takes the form of a sentence to complete: "the character has at least [1] [Brass key]". The words are fixed; each box in square brackets opens a selector or a small number field.
At the top of the panel, a summary rewrites itself on every change and hands the whole rule back as one sentence. It is the same summary that appears in miniature on the graph and in the inspector, which means there is only one way to read a rule anywhere in the editor.
A rule holds for every language at once. Only the choice's text, at the top of the panel, follows the working language.
Picking a condition
"+ Condition" opens a selector sorted by family: inventory, resources, values, events, character, progression, shop, tests, combat, logical groups, run memory, comparisons with a value, achievements and profile. Each entry is worded in plain English, and the selector only offers what the engine can actually evaluate.
A slot left empty stays visible: the sentence displays a marker in its place, and validation reminds you of it before publication. While you are writing, an empty slot is not flagged as an error; it becomes one at publishing time.
Groups
Several conditions placed side by side must all be met. To say something else, you put them in a group, which is a real box on screen with its own label.
| Group | True when | Used for |
|---|---|---|
| ALL OF THESE | Every row it holds is met. | "the key and the lantern" |
| AT LEAST ONE | A single row is enough. | "the key or the lockpicking ability" |
| UNLESS | Its single row is not met. | "unless the bridge is destroyed" |
Costs, effects, tests, destination
Below the conditions, the panel follows the order in which things actually happen for the reader.
- Costs are paid the moment the reader chooses, before anything else, and they are shown. A cost takes a fixed number: a rolled amount would make a choice visible without being payable.
- Effects apply once the choice resolves, in the order you arrange them. An effect may roll dice.
- A test transforms the choice: the destination leaves it and moves into the outcomes, one per result, each with its own effects.
- The destination closes the panel, and it is the same control as in the inspector: five possibilities, one at a time.
No code to type
The editor has no field where you type a condition, an effect or a destination by hand. No advanced mode, no source view, no workaround. A collapsible section "Technical details (read only)" shows the detail of a rule as the engine reads it, without allowing it to be edited, for those who are interested.
The consequence is simple: until a rule is offered by the picker, it cannot be written. This constraint guarantees that a saved rule will be understood by the engine the day a reader plays it.