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	<title>Fudgerylog &#187; Editorials</title>
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	<description>Better role-playing through dead reckoning</description>
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		<title>A Wish for Better Art in D&amp;D Next</title>
		<link>http://www.fudgery.net/fudgerylog/2012/02/05/1019/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/02/05/1019/#comments</comments>
		<pubDate>Sun, 05 Feb 2012 15:38:20 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1019</guid>
		<description><![CDATA[The art of Dungeons &#038; Dragons has changed considerably over the years, and every edition has its staunch defenders. The question now is: What sort of art will grace the covers and pages of D&#038;D Next? I will make no apologies for my own preferences. I started role-playing in the era of Moldvay&#8217;s Basic Set, [...]]]></description>
			<content:encoded><![CDATA[<p>The art of <b><i>Dungeons &#038; Dragons</i></b> has changed considerably over the years, and every edition has its staunch defenders. The question now is: What sort of art will grace the covers and pages of D&#038;D Next?</p>
<p>I will make no apologies for my own preferences. I started role-playing in the era of Moldvay&#8217;s <i>Basic Set</i>, Cook&#8217;s <i>Expert Set</i>, and 1st edition <b><i>Advanced Dungeons &#038; Dragons</i></b> (with the <em>original</em> covers). The illustrations that fire my imagination when I think of <b><i>D&#038;D</i></b> &#8212; the illustrations that allow me to effortlessly slip the shackles of reality and enable me to <em>be there</em> &#8212; are those of Dave Trampier, Erol Otus, Jim Roslof, Darlene Pekul, and Russ Nicholson. Whereas later editions were increasingly dominated by commercial art and comic book art, the classic editions were populated with art that was original and even visionary. It was art that was as creative and liberating as the game it depicted. The artists I mentioned above were responsible for the look of <b><i>D&#038;D</i></b> when it was at the pinnacle of its popularity. This is something worth considering.</p>
<p>If Wizards of the Coast really wants to recapture the true spirit of <b><i>D&#038;D</i></b>, they would be well advised to choose their artists carefully from amongst those who have a <em>personal</em> interest in fantasy art, and not merely a financial one. This is an excellent opportunity to provide work for many artists who may be outside the mainstream, but who are exactly right for this frankly eccentric hobby. Another option would be to select illustrations from every edition to represent the <b><i>D&#038;D</i></b> that encompasses all previous editions (with perhaps some new illustrations as well). And if neither of those options are acceptable, then I would plead for an edition with <em>no illustrations</em> rather than the soulless corporate hackwork that characterized the last two editions.</p>
<p>(It is worth mentioning that, according to <a href="http://www.enworld.org/index.php?page=dnd5e">EN World</a>, &#8220;The <i>Forgotten Realms</i> will be supported from the start, and a video game art studio from China has been hired to fully detail the Realms.&#8221; If outsourcing the art to sweatshops in totalitarian nations is to be the strategy for D&#038;D Next in general, then Wizards of the Coast doesn&#8217;t deserve custodianship of <b><i>D&#038;D</i></b>. <u>Human</u> <u>rights</u> <u>matter</u>.)</p>
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		<title>Original Cover Art of AD&amp;D: Let It Be</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/30/1014/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/30/1014/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 05:12:08 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1014</guid>
		<description><![CDATA[Not that anyone has asked my opinion of what the covers of the new Advanced Dungeons &#038; Dragons 1st edition reprints should look like, but if anyone were to ask, I would suggest that the publisher, Wizards of the Coast, should keep two goals in mind. The first is that you want to appeal to [...]]]></description>
			<content:encoded><![CDATA[<p>Not that anyone has asked my opinion of what the covers of the new <b><i>Advanced Dungeons &#038; Dragons</i></b> 1st edition reprints should look like, but if anyone <em>were</em> to ask, I would suggest that the publisher, Wizards of the Coast, should keep two goals in mind. The first is that you want to appeal to your intended audience. Who is the intended audience? It is primarily those who bought and played 1st edition <b><i>AD&#038;D</i></b> when it was originally in print, some of whom are currently part of the Old School Renaissance. It is partly nostalgia and partly genuine appreciation, but most of all it is recognizability that will appeal to this audience. Gamers who would be interested in this product ought to recognize it on a store shelf instantly. The second goal is that you want to differentiate it as a reprint and convey that difference as desirable without negating the first goal. This can be done by such a simple means as rendering the title in gold leaf (or some semblance thereof) and adding the words &#8220;Commemorative Edition&#8221; (or words to that effect).* The original art is thereby retained, and the shiny new title serves the dual function of drawing attention and informing the prospective customer that this is an attractive reprint of a classic.</p>
<p>* It is highly advisable that the original title be retained insofar as the edition is known officially as ADVANCED DUNGEONS &#038; DRAGONS (with all capital letters as it was spelled and enforced by its original publisher, TSR). Changing the title (by dropping the word &#8220;Advanced,&#8221; for instance) creates confusion and doubt. The game was not then, nor is it now, referred to as <b><i>Dungeons &#038; Dragons</i></b>, 1st edition or otherwise (and that reopens and exacerbates yet another can of carrion crawlers regarding the issue of edition numbering). If the title has been changed, gamers will ask, what else has been altered? This will diminish the appeal for those who are interested in a true reprint of the content. D&#038;D Next may be just <b><i>Dungeons &#038; Dragons</i></b> (or whatever they decide to call it), but <b><i>AD&#038;D</i></b> is ADVANCED DUNGEONS &#038; DRAGONS. If you respect the history of <b><i>D&#038;D</i></b>, don&#8217;t try to rewrite that history. Most role-playing gamers have long memories.</p>
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		<title>Let the Dice Fall Where They May</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/27/961/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/27/961/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 20:02:27 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Role-Playing Games]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=961</guid>
		<description><![CDATA[Dice in any game contribute suspense. Your strategy may appear flawless, but dice represent the fickle finger of Fate that tends to poke you in the eye just when victory is in sight. On the other hand, it can also point the way to safety just when you think all hope is lost. In a [...]]]></description>
			<content:encoded><![CDATA[<p>Dice in any game contribute suspense. Your strategy may appear flawless, but dice represent the fickle finger of Fate that tends to poke you in the eye just when victory is in sight. On the other hand, it can also point the way to safety just when you think all hope is lost. In a role-playing game, dice are the element of chance that is the great equalizer between the GM and the players. For the GM, dice are both a limitation and a liberation. The GM already bears the burden of describing a world and all the inhabitants the players encounter. When the dice are rolled, however, there is no such burden except to describe the results. Here is where the GM gets to participate like a player, where events in the world the GM created can be influenced by an external neutral force. For those GMs who rarely get the opportunity to be players, this is where they, too, can watch events unfold from a non-omniscient point of view.</p>
<p>In order for this dynamic to work, it is necessary for the dice to be rolled in the open. That is to say, the dice ought to be rolled in full view of the players and the GM. Certain kinds of rolls would still be made secretly by the GM, such as a percentage chance of a certain event or encounter happening or when a player character attempts a skill for which success is not readily discernible (e.g. searching for a secret door or detecting a trap), but rolls that represent a contest between characters or a character and the environment should be visible to all participants in the situation.</p>
<p>One problem this alleviates is distrust by the players. If a player can see the GM&#8217;s roll, he or she knows that the GM is not fudging rolls for the players&#8217; benefit or detriment. Although some GMs are suspected of fudging rolls in favor of their NPCs or monsters, I suspect many more are actually guilty of fudging rolls in favor of the players because they do not wish to be too harsh. I suspect this because I was one of those GMs in my early days in the hobby. Mollycoddling players does them no good in the long run. You may think you are helping them, but in actuality you deprive them of the true taste of victory when they succeed if you withhold the bitterness of defeat when they fail. You are also obstructing their growth as gamers.</p>
<p>Any given dice-rolling tradition is probably as old as any other. Some GMs roll in the open; some roll in secret; some let the players roll, but never tell them the target number; some even roll for the players, too. Different groups have different needs. My needs, both as a GM and a player, require that I get to roll dice and let them fall where they may.</p>
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		<title>Promoting Clarity in Fudge</title>
		<link>http://www.fudgery.net/fudgerylog/2011/03/08/659/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/03/08/659/#comments</comments>
		<pubDate>Tue, 08 Mar 2011 18:52:43 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[gamer jargon]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=659</guid>
		<description><![CDATA[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 &#8220;a character sheet you can understand without having [...]]]></description>
			<content:encoded><![CDATA[<p><b><i>Fudge</i></b>, 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 <b><i>Fudge</i></b>, and it is a byproduct of one of its design goals, which includes &#8220;a character sheet you can understand without having to translate everything into English, and minimizing out-of-character actions and statements.&#8221; (Steffan O&#8217;Sullivan, <a href="http://www.panix.com/~sos/rpg/fud-des.html">Fudge Designer&#8217;s Notes</a>.) As I have mentioned before, however, even <b><i>Fudge</i></b> is not immune to certain cases of widespread gamer jargon (<a href="http://www.fudgery.net/fudgerylog/2007/10/09/59/">q.v.</a>). In this article, I would like to take a look at three terms that are notable not so much for being gamer jargon <i>per se</i>, but for being ill-suited for their purpose.</p>
<p>The first term could almost be considered gamer jargon for its ubiquity in the hobby, and that term is <i>m&ecirc;l&eacute;e</i> (or <i>melee</i> as it usually occurs in gaming material written in English). Melee in gaming is synonymous with hand-to-hand, as in &#8220;melee combat&#8221; or &#8220;melee weapons,&#8221; but melee in the real world means something rather different. </p>
<dl>
<dt><b>melee</b> <i>noun</i></dt>
<dd>a confused struggle; <i>especially</i> : a hand-to-hand fight among several people</dd>
<dd>&nbsp;</dd>
<dd>&#8220;melee.&#8221; <i>Merriam-Webster Online Dictionary</i>. 2011.</dd>
<dd>http://www.merriam-webster.com/dictionary/melee (8 March 2011).</dd>
</dl>
<p>The first thing to note is that melee is a noun, not an adjective despite its common usage as such in gaming. One could just as inaccurately refer to &#8220;brawl combat&#8221; or &#8220;donnybrook weapons.&#8221;</p>
<p>The second thing to note is that melee is not synonymous with hand-to-hand, which is what is really meant when gamers refer to melee combat. A melee is specifically &#8220;a confused struggle,&#8221; which could conceivably include the use of ranged weapons, but, more to the point, is <em>confused</em>. A melee is a chaotic clash of combatants, especially &#8220;among several people&#8221; and usually among large numbers of them, as in brawls or actual battles. A melee, then, is not a generic term for a hand-to-hand combat situation. A melee is a free-for-all. A duel with swords is a form of hand-to-hand combat, but is it a melee? Is a boxing match a melee? Is a karate competition a melee? The answer, of course, is no. If the intention is to express the idea of hand-to-hand, then hand-to-hand is the term that ought to be used.</p>
<p>The misuse of melee was inherited by <b><i>Fudge</i></b> from a tradition that extends to the earliest days of role-playing and beyond (probably to its war game antecedents). For that it can be forgiven, although I prefer to use the correct terminology in my own writing. It&#8217;s self-explanatory and friendly to newcomers. Everyone knows what &#8220;hand-to-hand&#8221; means. As an adjective, it has the added benefit of being grammatically correct in its common usage in gaming.</p>
<p>The next two terms are not a peculiarity to role-playing in general, but to <b><i>Fudge</i></b> itself: <i>gifts</i> and <i>faults</i>. In other games they are known by other names, such as <i>advantages</i> and <i>disadvantages</i> (and many more). Gifts and faults seem easy to understand, so what is the problem?</p>
<p><a href="http://www.fudgery.net/fudge/1995/1.html#gifts">Gifts</a> are less problematic than faults, but nitpickers like me question the appropriateness of calling certain things &#8220;gifts,&#8221; such as Patron or Reputation as Hero (to use two examples from the rules). Having a patron or an heroic reputation is an asset, not a gift. &#8220;Gift&#8221; implies a natural ability, such as Ambidexterity or Keen Senses. &#8220;Advantage,&#8221; in my opinion, is a better term for the general purpose it is intended to serve. It isn&#8217;t perfect (after all, isn&#8217;t a high attribute an advantage, too?), but it errs on the side of inclusiveness.</p>
<p><a href="http://www.fudgery.net/fudge/1995/1.html#faults">Faults</a> suffer from a greater misfortune, which is acknowledged in the rules: &#8220;There are heroic faults, too: a code of honor and inability to tell a lie restrict your actions significantly, but are not signs of flawed personality.&#8221; Why, then, call them faults? They are restrictive, certainly, but they are not faults (except, perhaps, from the point of view of an amoral onlooker). If anything, they are signs of good character. &#8220;Disadvantage&#8221; is a preferable term for those things, good or bad, that limit a character&#8217;s full range of actions.</p>
<p>I understand why gifts and faults were substituted for advantages and disadvantages. <b><i>Fudge</i></b> has something of a kinship with <b><i>GURPS</i></b>, which uses the latter, and a bit of differentiation was probably desired. Nonetheless, the terms are not trademarked and the concepts are not copyrighted. If &#8220;attributes&#8221; and &#8220;skills&#8221; are fair game, &#8220;advantages&#8221; and &#8220;disadvantages&#8221; ought to be embraced for their superiority in accurately describing what we actually mean.</p>
<p>I know this is considered trifling to some, but lexicology is one of my hobbies. To each his or her own.</p>
<p>Peace.</p>
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		<title>Fair Play Is Essential to Role-Playing</title>
		<link>http://www.fudgery.net/fudgerylog/2011/02/05/603/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/02/05/603/#comments</comments>
		<pubDate>Sat, 05 Feb 2011 19:22:41 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Elsewhere]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[sportsmanship]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=603</guid>
		<description><![CDATA[There are two posts in 1d30 on the subject of cheating and GM impartiality in the role-playing hobby that are well worth any gamer&#8217;s attention. I think the health of the hobby and industry alike would benefit from a greater emphasis by gamers on playing fairly and honorably. How many role-playing fans have been siphoned [...]]]></description>
			<content:encoded><![CDATA[<p>There are two posts in <a href="http://1d30.wordpress.com/">1d30</a> on the subject of <a href="http://1d30.wordpress.com/2010/05/10/cheating/">cheating</a> and <a href="http://1d30.wordpress.com/2010/05/07/referee-impartiality/">GM impartiality</a> in the role-playing hobby that are well worth any gamer&#8217;s attention. I think the health of the hobby and industry alike would benefit from a greater emphasis by gamers on playing fairly and honorably. How many role-playing fans have been siphoned off by other hobbies due to an unsatisfactory experience with &#8220;Killer DMs&#8221; (or Killer GMs), &#8220;Monte Haul&#8221; gamers, and outright cheaters? The role-playing game may be known as the game without an obvious winner, but it&#8217;s quite obvious that there can be losers, especially when gamers behave as such.</p>
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		<title>Fudge Points Are for Players</title>
		<link>http://www.fudgery.net/fudgerylog/2010/06/14/433/</link>
		<comments>http://www.fudgery.net/fudgerylog/2010/06/14/433/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 17:19:01 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[Fudge points]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=433</guid>
		<description><![CDATA[It is sometimes forgotten by those who are experimenting with the rules of Fudge that Fudge points are, in fact, designed to be used by players for the benefit of their own characters, and not by GMs for the benefit of non-player characters. As it states in Chapter 1, &#8220;Fudge Points are meta-game gifts that [...]]]></description>
			<content:encoded><![CDATA[<p>It is sometimes forgotten by those who are experimenting with the rules of <b><i>Fudge</i></b> that Fudge points are, in fact, designed to be used by players for the benefit of their own characters, and not by GMs for the benefit of non-player characters. As it states in <a href="http://www.fudgery.net/fudge/1995/1.html#fudge_points">Chapter 1</a>, &#8220;Fudge Points are meta-game gifts that may be used to buy &#8216;luck&#8217; during a game &#8212; they let the <em>players</em> fudge a game result.&#8221; Non-player characters have no need for Fudge points since they are controlled by the GM who already has the advantage of omniscience (apart from &#8212; in some cases &#8212; what the players themselves are thinking). Fudge points are a limited resource that players can use to give them an edge when they feel they need it most or to mitigate otherwise dire circumstances. If non-player characters are also granted Fudge points, then there is nothing to stop them from cancelling out the effects of Fudge points used by players. They would, in fact, be foolish not to, and since they outnumber player characters as a rule, it would be a simple matter of engaging them in a spending war that the players cannot possibly win. Fudge points would then become the exclusive advantage of non-player characters to thwart the actions of player characters at will. It might be considered fun by those who love to suffer; it might even be an effective implementation in <b><i>Franz Kafka&#8217;s Ordeal by Role-Playing</i></b>. For the rest of us, however, the plainly stated rules are plainly better.</p>
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		<title>A Rule Book for Each Player</title>
		<link>http://www.fudgery.net/fudgerylog/2009/03/01/284/</link>
		<comments>http://www.fudgery.net/fudgerylog/2009/03/01/284/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 17:48:37 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Editorials]]></category>
		<category><![CDATA[War Games]]></category>
		<category><![CDATA[game components]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=284</guid>
		<description><![CDATA[Have you ever noticed that board games come with one rule book, but they are typically designed for two to four players? Why? They come with more than one token &#8212; one for each player. Why not include more than one rule book &#8212; how about one for each player? What would be served by [...]]]></description>
			<content:encoded><![CDATA[<p>Have you ever noticed that board games come with one rule book, but they are typically designed for two to four players? Why? They come with more than one token &#8212; one for each player. Why not include more than one rule book &#8212; how about <em>one for each player</em>?</p>
<p>What would be served by including more rule books, you might ask, except for increasing the cost of the game? Apart from the fact that in most board games the cost of the rulebook is negligible (the infamous exceptions being games such as <a href="http://en.wikipedia.org/wiki/Advanced_Squad_Leader">Advanced Squad Leader</a> or <b><i>Star Fleet Battles</i></b>), the obvious benefit is that everyone can learn to play at the same time, rather than waiting for one person to learn the rules and teach it to everyone else. This is especially helpful if there is more than one rule book aficionado in the group. The other benefit is that everyone can look up rules at the same time when a question arises during play. Yet another benefit is that players are free to consult the rules without drawing attention to the fact, thereby answering their own questions without tipping their hand (a factor not to be underestimated in serious strategy games).</p>
<p>It is true there are game companies that routinely provide free PDF versions of their rule books online (e.g. <a href="http://www.columbiagames.com">Columbia Games</a>), and I applaud them, but there are still many gamers who do not have Internet access or even computers, believe it or not. This significant fact ought not to be ignored by publishers of board games and war games. These customers, after all, are not being lured away by the computer game industry and they deserve to be <em>catered</em> to, not dismissed. Most rule books are a few pages of black &#038; white print. Just throw a few more in the box! Your customers will be happier, and happy customers are loyal customers.</p>
<p>Additionally, many players are content to let someone else teach them the rules, usually the person who bought the game. If it were made easier for all the players to read the rules by providing more copies, then casual players may come to feel less intimidated by rule books and become buyers of games themselves. This, of course, helps both the hobby and the industry. I am calling upon all publishers of games to create a new standard: one rule book for each player in every boxed game. That&#8217;s all I ask.</p>
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		<title>Notes on Skills 2</title>
		<link>http://www.fudgery.net/fudgerylog/2009/02/18/244/</link>
		<comments>http://www.fudgery.net/fudgerylog/2009/02/18/244/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 17:40:12 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=244</guid>
		<description><![CDATA[Exactly two years and a day ago, I posted my Notes on Skills, and quite coincidentally I have been thinking about skills in Fudge again. The most important thing to remember about skills is that they need to be self-explanatory, especially if you desire to comply with one of the major design principles of Fudge, [...]]]></description>
			<content:encoded><![CDATA[<p>Exactly two years and a day ago, I posted my <a href="http://www.fudgery.net/fudgerylog/2007/02/17/14/">Notes on Skills</a>, and quite coincidentally I have been thinking about skills in <b><i>Fudge</i></b> again. The most important thing to remember about skills is that they need to be self-explanatory, especially if you desire to comply with one of the major design principles of <b><i>Fudge</i></b>, which is not having to look things up during the game. This coincides with another design principle: not being required to translate the information on one&#8217;s character sheet into one&#8217;s native language in order to comprehend it. A skill ought to be instantly recognizable for what it is and generally what capabilities it confers.</p>
<p>Some may balk at the notion of skills taken at face value. They want precise rules governing the use of any skill. They want rules about range, duration, frequency, extent, effort, efficiency, etc. They want to know precisely how well a skill is executed upon a Fair result, or a Good result, or any other result. They want to know <em>exactly</em> what their characters can and cannot do when they use that skill. It all misses the point.</p>
<p>What is the point of trying to pin down the &#8220;objective&#8221; nature of a Great result when one doesn&#8217;t even possess that skill in reality? What game designer can claim to be an expert on every skill or area of knowledge? With the exception of very few games (early <b><i>The Morrow Project</i></b> is the only one that comes to mind), no player is expected to know a character&#8217;s skill well enough that he or she can describe every action accurately and in detail. (One of my favorite <b><i>Call of Cthulhu</i></b> experiences certainly would not have been possible. I played a motion picture director/producer, one friend played my character&#8217;s doctor and longtime chum, and another friend played a jazz trumpet player from New Orleans. I&#8217;m not a filmmaker, my first friend isn&#8217;t a doctor, and my second friend plays piano, not trumpet &#8212; and he isn&#8217;t from New Orleans.) If we all had to be qualified in reality to play the characters we portray in a game, then role-playing would have died swiftly and quietly in the night a long time ago.</p>
<p>This, then, is my defense of a <a href="http://www.fudgery.net/ofudge/skills.html">list of skills</a> with real world definitions that the casual reader can understand, rather than an itemization of bonuses, penalties, timetables, restrictions, and prerequisites. If the skill is listed on a character sheet, the player should know instantly what it means unless the player doesn&#8217;t know what the word means in the real world. That is why my skill list has brief definitions. (And the <a href="http://www.fudgery.net/ofudge/skills_chart.html">Big Chart</a> has <em>no</em> definitions.) There are a few exceptions, but they are infrequent and brief enough to be easily memorized, and they are entirely logical.</p>
<p>That being said, I still haven&#8217;t defined the martial arts skills, but rest assured they will be easy to understand, easy to remember, and they will make sense &#8212; as soon as I can get around to it&#8230;</p>
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		<title>Separation Between Attributes and Skills</title>
		<link>http://www.fudgery.net/fudgerylog/2009/01/12/143/</link>
		<comments>http://www.fudgery.net/fudgerylog/2009/01/12/143/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 18:07:19 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[Basic Role-Playing]]></category>
		<category><![CDATA[min-maxing]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=143</guid>
		<description><![CDATA[The topic of whether and/or how one ought to link attributes and skills is a perennial one in Fudge discussions. It&#8217;s understandable, too. Fudge doesn&#8217;t link them. Ironically, the deliberate separation between attributes and skills is one of its greatest innovations, yet it is the first thing that many want to change. This is an [...]]]></description>
			<content:encoded><![CDATA[<p>The topic of whether and/or how one ought to link attributes and skills is a perennial one in <b><i>Fudge</i></b> discussions. It&#8217;s understandable, too. <b><i>Fudge</i></b> doesn&#8217;t link them. Ironically, the deliberate separation between attributes and skills is one of its greatest innovations, yet it is the first thing that many want to change. This is an argument in favor of preserving the separation.</p>
<p>Simplicity is on the side of separation. Linkage, on the other hand, demands complexity. The first step in establishing a link is categorizing all skills. It seems the easiest possible way to do this is to decide which attribute governs each skill, but therein lies the thorniest of problems. How can one say that Agility alone governs a skill in Running? What about Strength? What about Endurance? Who is to say that Intelligence alone governs a skill in Drawing? Perhaps the creative aspect of Spirit or Soul is involved. Perhaps the skill is largely owed to Perceptiveness or Manual Dexterity? In response one may argue that the solution is to create new skill categories composed of combinations of skills, as in <b><i>Basic Role-Playing</i></b>. Categories such as Fine Manipulation combine Intelligence and Dexterity. Unless each attribute is used the same number of times, however, one or two attributes will dominate the skill categories (usually Dexterity and Intelligence or their equivalents), and players will min-max with wild abandon. It&#8217;s not so much that most players are power gamers, but that the temptation to take advantage of the system is just too great. The mere presence of a linkage not only enables min-maxing, but actively encourages it. (And this, incidentally, leads to the original and most compelling argument in favor of separation as made by the author of <b><i>Fudge</i></b>, Steffan O&#8217;Sullivan, in his <a href="http://www.panix.com/~sos/rpg/fudlatest.html#attr">Recent Thoughts</a> comments).</p>
<p>The next step in establishing a link would be deciding how the attribute and skill actually interact. Do attributes confer a bonus or penalty to purchasing skill levels or as a modifier in action resolution? Do unskilled actions default to a governing attribute or skill category? The problem with this approach is skill inflation. Either no skill can be taken at face value (which defeats one of the basic design principles of <b><i>Fudge</i></b>) because it may be raised or lowered by an attribute, or no unskilled action can be counted on to be justifiably inferior to an action by someone possessing the skill at a moderate level. In any event, what you see is not necessarily what you get and thus another layer of murkiness complicates the game.</p>
<p>In the real world, all of the factors involved in connecting whatever attributes we possess with whatever skills we have learned are complicated beyond any enumeration or comprehension. Instead of trying in vain to simulate something so complex, why not use common sense? If a character has many academic skills, why not assign an appropriate level in the appropriate attribute? In terms of skill acquisition, why should a character who is a mathematical genius receive a bonus to acquiring skills in Writing or History for example? One kind of mental excellence does not necessarily translate to another, and the same goes for any other attribute. The attributes used by a hockey player do not necessarily translate into the same advantage for learning flamenco dancing just because hockey and flamenco are both physical in nature.</p>
<p>The <b><i>Fudge</i></b> solution is elegant. I resisted it upon my first reading of <b><i>Fudge</i></b> years ago, but I came to realize that it solved one of the worst banes of game design, and it did so by relying on a common sense approach. For that reason, I will maintain the separation in my own games. I may design or run games that have attributes and no skills, skills and no attributes, plain traits, or separated attributes and skills, but I&#8217;ll never again resort to the legacy of linkage when it comes to <b><i>Fudge</i></b>.</p>
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		<title>Promoting Clarity in Gaming</title>
		<link>http://www.fudgery.net/fudgerylog/2007/10/09/59/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/10/09/59/#comments</comments>
		<pubDate>Tue, 09 Oct 2007 16:15:24 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[gamer jargon]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/10/09/59/</guid>
		<description><![CDATA[To promote clarity in gaming is to promote gaming itself. If one wants to reach others, one attempts to communicate with them. Most game companies do not wish to exclude potential customers, but sometimes their adherence to old habits of convenience (such as the ridiculous overuse of acronyms and initialisms) is more an obstacle than [...]]]></description>
			<content:encoded><![CDATA[<p>To promote clarity in gaming is to promote gaming itself. If one wants to reach others, one attempts to communicate with them. Most game companies do not wish to exclude potential customers, but sometimes their adherence to old habits of convenience (such as the ridiculous overuse of acronyms and initialisms) is more an obstacle than a selling point.</p>
<p>In <a href="http://www.fudgery.net/fudgerylog/2007/10/02/38/">Deliberate Obfuscation in Gaming</a>, I touched upon the undesired effects of gamer jargon on gaming itself as I see it. <b><i>Fudge</i></b> is, I believe, the exemplar of how role-playing ought to be introduced to prospective players. In <b><i>Fudge</i></b>, all traits are spelled out, values are described with adjectives rather than numbers, and most terms use plain language rather than arcane terminology. There are very few exceptions, the primary one being the convention of using dice notation, which in the case of <b><i>Fudge</i></b> means referring to 4dF for example (where <b>4</b> is the <i>number</i> of dice rolled and <b>dF</b> is the <i>type</i> of dice rolled, i.e. &#8220;roll 4 Fudge dice&#8221;).</p>
<p>If I have any misgivings about the way <b><i>Fudge</i></b> deals with jargon, it is that it failed to go further. Admittedly, anyone who has ever played a role-playing game knows what is meant by GM, PC, and NPC (that&#8217;s game master, player character, and non-player character to those who haven&#8217;t), but it would have been nice if those terms could have been discarded along with all the other unnecessary trappings.</p>
<p>&#8220;GM&#8221; or &#8220;game master&#8221; is the non-trademarked descendant of &#8220;DM&#8221; or &#8220;Dungeon Master&#8221; (of <b><i>Dungeons &#038; Dragons</i></b> fame). As such, it is burdened with some of the same negative connotations that have been associated with <b><i>Dungeons &#038; Dragons</i></b> (rightly or wrongly) over the years, e.g. the GM as infallible expert; the GM as the opponent of the players; the GM as liar (E. Gary Gygax&#8217;s famous advice to DMs about ignoring unfavorable dice rolls made behind the DM screen or rolling dice for the sake of creating suspense come to mind); and, of course, the GM as omnipotent god, or rather, megalomaniac. The abuses by some game participants with the ostentatious title of &#8220;game <em>master</em>&#8221; have inevitably led to the flight of some players from gaming altogether, and the defection of others to computer &#8220;role-playing&#8221; games and story games. Consider how different things might be if &#8220;GM&#8221; had never meant &#8220;game master,&#8221; but rather &#8220;game <em>moderator</em>.&#8221; &#8220;Moderator&#8221; far more accurately conveys the duties involved &#8212; preparing (and sometimes writing) the scenario, organizing the event or session, setting the scenes and describing situations, applying (and being aware of) relevant rules, arbitrating conflicts, ensuring participation opportunities for all players, and faithfully playing the roles of the characters encountered by those of the players. There is nothing in the term &#8220;moderator&#8221; to encourage or even suggest the despotic behavior adopted by some GMs. As far as newcomers to role-playing are concerned, &#8220;moderator&#8221; is a more accessible and self-explanatory term, and perhaps a wee bit more mature, too. It promotes not only clarity in gaming, but better <em>playing</em> as well.</p>
<p>&#8220;PC&#8221; is far more widely associated with &#8220;personal computer&#8221; and &#8220;political correctness&#8221; than the gaming term &#8220;player character.&#8221; For the sake of clarity, might it not be better simply to use the term &#8220;player character&#8221; and dispense with the initialism? Otherwise, if something is supposed to apply equally to PCs and NPCs alike, does one then refer to Cs? In most cases, it is sufficient merely to refer to &#8220;characters.&#8221; <a href="http://www.sjgames.com/general/guidelines/writers/charactercharacter.html">Too Much Character</a>, an article from the <a href="http://www.sjgames.com/general/guidelines/writers/">Authors&#8217; Guidelines</a> of <a href="http://www.sjgames.com">Steve Jackson Games</a> recommends avoiding even the term &#8220;character&#8221; as much as possible, suggesting the use of terms such as &#8220;adventurer&#8221; or &#8220;explorer&#8221; or others more appropriate to the genre. This is advice well taken, although I think &#8220;character&#8221; and even &#8220;player character&#8221; have usefulness especially in the writing of generic rules. One must take care, however, to distinguish between &#8220;player character&#8221; and &#8220;player,&#8221; as many role-players are aware.</p>
<p>&#8220;NPC&#8221; carries neither gaming nor non-gaming baggage. It is purely functional. &#8220;NPC&#8221; means &#8220;non-player character&#8221; and there can be nothing confusing about that. Or can there? Is the GM not a player? Or is the GM merely a referee? (It depends on one&#8217;s style of gaming, I suppose.) Is &#8220;GM character&#8221; preferable and does it make a difference if it stands for &#8220;game master character&#8221; or &#8220;game moderator character&#8221;? Is &#8220;moderator character&#8221; acceptable? Those are all poor alternatives. If we wish to promote clarity, what is the best way to express the term even to newcomers? If we accept the use of plain language as the best means of promoting clarity, then perhaps we can co-opt terms outside the hobby (just as &#8220;role-playing&#8221; was, incidentally). Perhaps &#8220;supporting character&#8221; might be used, or &#8220;extra&#8221; in the case of characters of minimal importance, or &#8220;antagonist&#8221; in the case of hostile characters. We already use terms such as &#8220;patron,&#8221; &#8220;contact,&#8221; and &#8220;dependent&#8221; in many role-playing games, and <b><i>Dungeons &#038; Dragons</i></b> made frequent mention of &#8220;henchman&#8221; and &#8220;hireling.&#8221; None of these terms, however, seem to convey quite the same meaning as &#8220;non-player character,&#8221; which may, in the end, be the least bad generic term for characters played by the moderator.</p>
<p>I usually avoid the PC/NPC problem by referring to &#8220;characters&#8221; when a rule affects both types equally, and, when it does not, to terms specific to the genre or situation. As a last resort, I use &#8220;player character&#8221; or &#8220;non-player character&#8221; rather than &#8220;PC&#8221; or &#8220;NPC.&#8221; Regrettably, &#8220;GM&#8221; may be too firmly entrenched to be dislodged in the near future, and I continue to use it in my <b><i>Fudge</i></b> writing since it is prevalent in the original rules,  but in my own usage it shall always stand for &#8220;game moderator&#8221; and I would like to see &#8220;GM&#8221; eventually replaced by &#8220;moderator&#8221; throughout the gaming hobby and industry.</p>
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		<title>Deliberate Obfuscation in Gaming</title>
		<link>http://www.fudgery.net/fudgerylog/2007/10/02/38/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/10/02/38/#comments</comments>
		<pubDate>Tue, 02 Oct 2007 14:56:11 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[gamer jargon]]></category>
		<category><![CDATA[Traveller]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/10/02/38/</guid>
		<description><![CDATA[Sometimes a little issue reminds one of a bigger issue. In this case, the little issue is that of the occasional difficulty of interpreting a role-playing game&#8217;s attributes so I can include them in my List of Attributes by Game. Sometimes the only access I have to a game is its character sheet, which is [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes a little issue reminds one of a bigger issue. In this case, the little issue is that of the occasional difficulty of interpreting a role-playing game&#8217;s attributes so I can include them in my <a href="http://www.fudgery.net/omnium-gatherum/lag.html">List of Attributes by Game</a>. Sometimes the only access I have to a game is its character sheet, which is often available as a free download on the publisher&#8217;s Web site. This is problematic if the names of the attributes are abbreviated. Normally, they can be understood easily enough. STR is commonly taken to mean Strength, DEX is Dexterity, etc., but some are not quite as obvious. INT, for instance, is usually Intelligence, but it could also mean Intellect or Intuition. In the case of a game such as <b><i>Aftermath</i></b>, WT could be Wit or Weight and WL could be Will or Willpower. This is inconvenient for me, but how does it affect those who are curious about role-playing and are researching it themselves?</p>
<p>The big issue, of course, is the traditional barrier to newcomers entering the hobby. I started role-playing in the early 1980s when the role-playing hobby was entering the zenith of its popularity. At that time, there were several factors that made the hobby very attractive to me. First, I was fascinated by the concept of playing a game that was essentially a regulated and cerebral form of my favorite activity as a child: playing make-believe. The second factor that attracted me to role-playing, once I became exposed to it, was its arcane terminology. If one could refer to a creature&#8217;s AC and HD, or cite a spell&#8217;s requirements for somatic components, or mention alignment or level, it made one feel clever. I was suddenly no longer just a miserable adolescent misfit, but an enlightened member of a secret brotherhood privy to obscure knowledge. It was satisfying to know a code that was incomprehensible to others.</p>
<p>As much as I initially enjoyed that aspect of the hobby, I must confess that its existence delayed my enjoyment of it. Before I knew what role-playing was, my brother had begged our parents to buy him the <i>Monster Manual</i> because he liked the pictures. For my brother in particular, this book was a dream come true: page after page of illustrations of one exotic creature after another. We could understand most of the descriptions, of course, but the list of statistics beneath each heading was a mystery indeed. I would read them with no comprehension at all of AC: 6 or Treasure Type: D or Damage: 2-12. What on earth? These things mean nothing whatsoever to an ordinary person.</p>
<p>After I had started playing <b><i>Dungeons &#038; Dragons</i></b>, I would see articles about <b><i>Traveller</i></b> in <i>White Dwarf</i> and puzzle over streams of numbers that accompanied character names, such as 759C6B. Although I consider the hexadecimalization of character attributes interesting now, at the time it was nothing but a deterrent even to investigating the possibility of playing <b><i>Traveller</i></b>, especially since it was only available in shrinkwrapped little black books and box sets at the time, thus preventing any elucidation.</p>
<p>For a subculture in search of self-identification and the presentation of an aura of high intellect and obscure knowledge, gamer jargon seemed to serve a purpose. In reality, it further isolated gamers from the mainstream, made them objects of ridicule, made it more difficult to comprehend for newcomers who might wish to learn more about role-playing, and generally served no useful purpose.</p>
<p>I think the new wave of role-playing games ought to embrace an aesthetic and moral principle long promoted by the <b><i>Fudge</i></b> role-playing game: Make things easily understandable in plain language. Where jargon cannot be eliminated, minimize it. The emphasis, after all, ought to be <em>role-playing</em>, not drafting legal documents. Deliberate obfuscation in gaming only hinders the hobby.</p>
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		<title>Yet Another D&amp;D Edition</title>
		<link>http://www.fudgery.net/fudgerylog/2007/08/31/51/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/08/31/51/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 16:04:42 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/08/31/51/</guid>
		<description><![CDATA[Most game companies want their prospective customers to know what they are offering with as little fuss as possible. Most game companies will go out of their way to provide a little information for free about a product that is no longer a secret. This is not the case with Wizards of the Coast. It [...]]]></description>
			<content:encoded><![CDATA[<p>Most game companies want their prospective customers to know what they are offering with as little fuss as possible. Most game companies will go out of their way to provide a little information for free about a product that is no longer a secret. This is not the case with Wizards of the Coast. It was announced at Gen Con 2007 that <b><i>Dungeons &#038; Dragons, Fourth Edition</i></b> is in the works, but I have seen no press releases, and the company Web site requires one to download video files, podcasts, or subscribe to a newsletter to get any information whatsoever. If there <em>are</em> any ordinary, information-laden text pages on the subject within their site, it is cunningly hidden. It is all unfortunate, but utterly unsurprising (considering the company).</p>
<p>Why, you may ask, would I be interested in the fourth edition of a game that I started boycotting when its second edition was released? The <em>only</em> glimmer of interest it holds for me is the involvement of <a href="http://mearls.livejournal.com/">Mike Mearls</a>, some of whose work was originally known to me in <a href="http://www.mearls.com/old_site/index.html">this incarnation</a>. Mearls is a sharp game designer, original thinker, and a very funny satirist. I am happy he is making a living doing what he loves, but I lament the misuse of his considerable powers, which would be better served (as far as I am selfishly concerned, if not his finances) in creating unique games and supplements for those games. That being said, his involvement in the project lends it <em>some</em> potential validity, which is why I would like to learn a little more about it. When the new edition is released, I <em>will</em> take a closer look for curiosity&#8217;s sake.</p>
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