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Monthly Archives: March 2011

Yet Another Cliffhanger Skill for Fudge

Heroes in movie serials are often outnumbered by their enemies, but they are not without their own tactics to even the odds in a fight. One of these is the popular tactic of lying in wait on the ledge of a cliff or stealthily approaching from the roof of a building and then leaping upon [...]

Fudging Disease Rules

Diseases can be dealt with in Fudge in much the same way as poisons (q.v.). That is, by describing it in character and in terms of its real world effects rather than worrying about which attributes and skills are lowered by how many levels or what its proper notation should be on a wound track. [...]

On the Benefits of the Shield

For all the millennia that the shield was considered an indispensable part of a soldier’s arms and armor, it is baffling that it should be afforded so little significance in any war game or role-playing game concerned with ancient or medieval combat. In Dungeons & Dragons (at least the editions I am familiar with), the [...]

Personalizing Skill Difficulty

Skill difficulty in Fudge is normally presented in one of two ways: as a single difficulty for all skills, or as a difficulty that varies from skill to skill. (Here I am speaking of the difficulty, and hence the cost, of learning skills, not the difficulty levels associated with using skills.) Another possibility is a [...]

Skills Revised

Optimum Skills for Fudge has been revised to reflect an emphasis on simplicity with regard to default skill levels. The default level and skill difficulty have been deleted from the individual entries and replaced with the following note at the end of the page: In this revised list of skills, all skills have a default [...]

Jim Roslof, 1945-2011

Jim Roslof, born 21 November 1945 in Chicago, Illinois, passed away at his home in Elkhorn, Wisconsin on Saturday, the 19th of March. Roslof was an artist and graphic designer known for his vivid cover art and illustrations for various Dungeons & Dragons and Advanced Dungeons & Dragons modules published by TSR, Inc., where he [...]

Always End with a Cliffhanger

It goes without saying, but I’ll state it anyway. All role-playing sessions based on the genre of movie serials (or pulp magazine stories published in installments) should end in a cliffhanger. It sounds campy, but it reflects the genre, and what better way is there to capture the mood than to adopt its rhythms as [...]

Reconsidering Default Skill Levels

I have reached the conclusion that having multiple default skill levels is not desirable in my Fudge games. I had formerly believed that the standard default skill level of Poor (and skill difficulty of Average) was fine for free-form games and creating characters on the fly (with certain exceptions), but I now think it’s best [...]

Japan Red Cross Disaster Relief

DriveThruRPG/RPGNow is accepting $5 donations to help those affected by the earthquake and tsunami that struck Japan on 11 March. Donate now and receive a free PDF of John Kovalic’s Dork Covenant: The Collected Dork Tower, Volume 1.

Cliffhanger Close Combat Clobbered

A typical cliffhanger has at least one close combat scene per episode, and unless the hero is endowed with supernormal powers that enable him to dispatch his foes with alacrity, the fight will probably be lengthy and have an even chance of ending in triumph or defeat. A single blow will rarely put an enemy [...]

Another Cliffhanger Skill for Fudge

One of the most infamous tropes of the cliffhanger movie serial is that of the superhero with the flimsy secret identity. Whether it’s reporter Clark Kent’s curious absence whenever Superman appears or Batman and Robin driving Bruce Wayne’s automobile (or even being chauffeured by Alfred),* somehow the hero is able to maintain a separation of [...]

Promoting Clarity in Fudge

Fudge, to my knowledge, goes further than any other role-playing game to make the hobby understandable to newcomers in terms of reducing jargon. This, I maintain, is one of the greatest assets of Fudge, and it is a byproduct of one of its design goals, which includes “a character sheet you can understand without having [...]