Review of Magonomia: a FATE rpg of Renaissance Wizardry



  • A large ( approx 380 pages) RPG ruleset based on FATE (Core but with Condensed additions)
  • Published by Shewstone , available as a PDF and physical book on Drivethru RPG. There is also a pay-what-you-like intro scenario and a free set of starter rules.
  • This book covers Elizabethan England and all PCs are some form of wizard.
  • I consider this to be a great introduction to FATE with many of the trickier concept of that ruleset explained clearly. As a bonus several aspects of how to play and collaborate are covered including safety tools this is all done is a pragmatic fashion
  • The layout and art are good, and I had no problem reading the text against the manuscript style background - YMMV
  • Bottomline: although I haven't played it yet, I am very glad I got this book.
  • I aim to revisit this initial review as I learn more!


A few things about me which may help you discern if this review will help you.  I love RPGs but don't get to play them that often.  I prefer story-telling RPG to crunchy ones, and as such I like FATE.  I have many FATE rulesets.

I love the Elizabethan period of history - it was a time of great changes as England emerged from the Middle Ages and started to enter a more modern era. Culture, politics, religion: all were in great flux.  John Dee (astrologer), Francis Wallsingham (spy master), Sir Francis Drake (adventurer) are just some of the larger than life characters of this period. Plus Shakespeare and what did happen to Christopher Marlowe?


All the player characters are wizards and there are 5 styles of magic, 5 Sciences: Astrology, Alchemy, Sorcery, Theurgy and Witchcraft. Wizards specialize in just one ( though there are overlaps).

FATE has a wonderful Bronze Rule: you can treat anything as if it were a characters, with its own Aspects, Skills, Consequences etc. There are things called Extras  which are controlled by a character - well, spells are Extras  and follow the Bronze rule. I think this is wonderful; I suspect this is one reason why FATE was chosen to underpin Magonomia.

FATE RPG intoduction:

This ruleset takes the time and space to introduce role playing games, give advice on how to help the group enjoy themselves, but also how to collaborate, run a campaign and may other things which will help groups new to RPGs in general and to FATE in particular. Hence, despite being a big book it is a good introduction. 

In addition, there are chapters for the Games Master including plot hooks.

Other materials:

To round things out there are chapters on the background of the era, the country, a grimoire, and magical Lore

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