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Monthly Archives: April 2011

Free Ticket to Talislanta

One of the games I have always found visually intriguing is Talislanta, the unconventional fantasy role-playing game written by Stephan Michael Sechi and illustrated by P.D. Breeding-Black (and others after the first edition). It is a game steeped in the alien and the exotic, and as such it has a richly detailed background, lending itself [...]

Bibliographically Cliffhanging

This year, I have begun to post articles about various ways to adapt the cliffhanger genre to Fudge. Let’s get definitions out of the way first. In all cases, a cliffhanger is a story told in installments in which each episode or chapter ends at a dramatic moment that can only be resolved by watching [...]

Taking More Time

In a comment on Simulating Incompetence, 1d30 raised the issue of taking more time to accomplish a task in order to achieve results above one’s skill level. Naturally, one can just fudge it (especially in Fudge), but here are some additional ways to handle it. Dual Skill Levels In Simulating Incompetence, I described how a [...]

Day of Fudge 2011

What is the “Day of Fudge”? The Day of Fudge is a day for playing Fudge in a public place. We know it’s the bee’s knees, but what about the rest of the world? Share the best kept secret in role-playing: Fudge is easy to learn, fun to play, and amenable to infinite customization. Learn [...]

Offensive Damage Factors Reconsidered

Several years after posting Offensive Damage Factors Considered, I have decided to rethink the approach. I always thought the idea of starting weapon damage at +0 to be counterintuitive, and Fudge should never be counterintuitive. Therefore, I have moved the starting weapon damage (for small weapons) to +1. This allows +0 to be the exclusive [...]

Simulating Incompetence

How does one simulate incompetence in a role-playing game? In Dungeons & Dragons, one step one can take is to eliminate minimum attribute requirements that prevent the existence of puny fighters, bumbling thieves, and dull-witted magic-users (as suggested by richard in the comments on this article in Grognardia). That’s simple enough, but how does one [...]

Improving the Trait Ladder

Some time ago, I posted an article, The Very Idea: Variations on the Trait Ladder, about the lack of adjectives above Superb and below Terrible on the Fudge trait ladder, in which I offered a simple suggestion that was only half in jest. I suggested adding one “Very” to Superb or Terrible for every level [...]

Random Alignment Generator

Where do Fudge and Dungeons & Dragons intersect? The answer is the random alignment generator. Back in the 1980s, I owned a pair of six-sided alignment dice that I had ordered from the RPGA (Role-Playing Gamers’ Association). The dice were white and bore three words repeated twice. The first die bore the words “Lawful” in [...]

Munchkin Icons Keep Chaos at Bay

Munchkin Icons is a handy resource for Munchkin players who have combined one or more decks and need to know which cards belong to which expansions. Each expansion card bears a symbol that identifies the expansion set to which it belongs, and this page helps you match the symbol to the expansion set. Looking at [...]

On the Benefits of Lances, Spears, and Pikes

There is, if I recall correctly, only one rule in Fudge that addresses the benefits of pole arms, and then only indirectly. From Section 4.31, Melee Modifiers: Compare combatants’ weapon sizes and shields (see Section 4.54, Sample Wound Factors List). If one fighter’s weapon + shield value is +2 (or more) greater than the other [...]