Movement guide to FATE-style zones with polygonal grid

You can move from one connected zone to another adjaciently connected zone. However, how long it’ll actually take (ie. how many phases), depends largely on your game’s battle system. The movement precision unit within each zone itself should be based off the typical movement allowance of the average unit in the game per phase. How to account for slight movement speed differences per character, is to be discussed elsewhere. But obviously, it’s impossible for FATE-style zones to fully accomodate a single move in all situations (short of subdividiving the map too much to eventually become overly gridded), thus, a certain amount of tactical positionings must still be tracked from WITHIN the zone itself.

Tactical positioning within each zone is based off aspects , and is represented by whether you are at the located at the “center” of the zone, or “favoring a particular facing edge aspect within it from the center”, “or directly over a particular facing edge itself). Thus, “how deep you are” within the zone, in relation to a particular edge, is important and can mean the different between an enemy being able to spot you or not, or whether it takes longer to approach a particular destination because your position favored some other direction instead.

Moving towards a certain direction to favor a certain aspect would allow you to “get closer” to a destination along that aspect, but comparatively “further away” in relation to the oppsoite-facing aspects (or any other facing aspects). I’m trying to come up with a consistent way of calculating such “aspect” distances in this document.

This style of movement and tracking of relative position/distances within each given Zone (and across multiple Zones), is known as “Aspect-oriented” movement.

Aspect-oriented movement Guide to Zones

Demarcation guide


Side travel favoring

“Don’t walk along the center of the road, if you want to grow old…”

Board placement

Normally, if favoring an aspect, place a counter within the respective facing aspect “sector” slice of that zone. If at the center (ie. no favoring), place at the center. If at the edge (ie. arrived, but do not wish to push out of that zone but stay within the fringe), place within the zone sector but with the counter’s base touching the edge of it.

I reccomend stackable counters that can easily see all the units in the stack. (Some pole for stackable flags, eg?)

To represent “movement-in-transit” situations from one location aspect/edge/center to another, or how much “favoring” occurs, have some sticky directional arrow counters to stick on the main unit counter to represent “how many moves/offsets” he has made so far along that particular direction towards the intended/favored destination. This can also be used to track his exact position reference within the zone itself at any given moment within each zone aspect.