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	<title>Fudgerylog &#187; Project Status</title>
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	<description>Better role-playing through dead reckoning</description>
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		<title>1R1C1S Progress Report 1</title>
		<link>http://www.fudgery.net/fudgerylog/2011/03/01/640/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/03/01/640/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 18:39:49 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Project Status]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[1R1C1S]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=640</guid>
		<description><![CDATA[As close as I am to finishing One Robot&#8230;One Computer&#8230;One Spaceship, it&#8217;s a wonder I&#8217;ve waited so long to post a progress report. As it draws closer to completion, I&#8217;ll strive to report on its status more frequently. All of the random generators (which were the raison d&#8217;&#234;tre for this role-playing game) are in place. [...]]]></description>
			<content:encoded><![CDATA[<p>As close as I am to finishing <b><i>One Robot&#8230;One Computer&#8230;One Spaceship</i></b>, it&#8217;s a wonder I&#8217;ve waited so long to post a progress report. As it draws closer to completion, I&#8217;ll strive to report on its status more frequently.</p>
<p>All of the random generators (which were the <i>raison d&#8217;&ecirc;tre</i> for this role-playing game) are in place. I won&#8217;t say complete, because they are perpetually evolving as I discover more things to add (such as robots, computers, and spaceships). That&#8217;s where the miracle of Javascript proves invaluable. Unlike a dice-powered random generator, there is no limit to the number of items I can add effortlessly. Sure, I could create a series of random tables that lead to sub-tables to generate the large numbers I need, but I would have to reconfigure them every time I added something new. That is <em>not</em> in the spirit of this game. I realize some gamers may wish to play <b><i>1R1C1S</i></b> in a purely analogue environment, so I will probably offer the alternative of using d100 tables. This will require me to edit the random generators, however, because at this time they number:</p>
<ul>
<li>102 futuristic computers
<li>252 futuristic sidearms
<li>264 spaceships
<li>382 robot sidekicks
</ul>
<p>Each of these will need to be reduced to the top 100 choices.</p>
<p>I rewrote and improved the Procedures section of the rules. I have added a concise explanation of how to handle unfamiliar results when using the random generators, changed the site navigation for the game&#8217;s Set-Up Options, included sections on Character Creation Choices and Premise Decisions before the character creation rules, <em>finished</em> the character creation rules (here called Crew Mustering), and started the section on action resolution and combat (here called Duty Performance). I stalled a bit at this point since it can potentially get a bit dry, but I just need to remind myself to keep it comical. At heart, <b><i>1R1C1S</i></b> is a comedy role-playing game and the rules should be as entertaining to read as they are to misapply.</p>
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		<title>Star Trek Progress Report 1</title>
		<link>http://www.fudgery.net/fudgerylog/2009/02/28/280/</link>
		<comments>http://www.fudgery.net/fudgerylog/2009/02/28/280/#comments</comments>
		<pubDate>Sat, 28 Feb 2009 20:00:26 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Adaptations]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Project Status]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Star Trek]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=280</guid>
		<description><![CDATA[Classic Star Trek: The Unofficial Role-Playing Game, like the Doctor Who project, is slightly further along with regard to the character creation system, which emphasizes a career path method. The skills list is complete, and I have also made significant progress in describing fleet composition and determining ship identification, especially for the Federation. There are [...]]]></description>
			<content:encoded><![CDATA[<p><b><i>Classic Star Trek: The Unofficial Role-Playing Game</i></b>, like the <a href="http://www.fudgery.net/fudgerylog/2009/02/28/276/">Doctor Who project</a>, is slightly further along with regard to the character creation system, which emphasizes a career path method. The skills list is complete, and I have also made significant progress in describing fleet composition and determining ship identification, especially for the Federation. There are many holes to fill in the background, though, and I am relying primarily on the original series, which I am now watching again from the beginning.</p>
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		<title>Doctor Who Progress Report 1</title>
		<link>http://www.fudgery.net/fudgerylog/2009/02/28/276/</link>
		<comments>http://www.fudgery.net/fudgerylog/2009/02/28/276/#comments</comments>
		<pubDate>Sat, 28 Feb 2009 19:30:25 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Adaptations]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Project Status]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Doctor Who]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=276</guid>
		<description><![CDATA[I have decided to start posting reports of my progress in various projects (under the category of Project Status). This serves two functions: 1.) keeping readers who are interested in these projects informed of their progress, and 2.) reminding me to work on them &#8212; a goad of sorts. The Fudge adaptation of Doctor Who [...]]]></description>
			<content:encoded><![CDATA[<p>I have decided to start posting reports of my progress in various projects (under the category of <a href="http://www.fudgery.net/fudgerylog/category/project-status/">Project Status</a>). This serves two functions: 1.) keeping readers who are interested in these projects informed of their progress, and 2.) reminding me to work on them &#8212; a goad of sorts.</p>
<p>The <b><i>Fudge</i></b> adaptation of <i>Doctor Who</i> I am working on is still in early development. I have written the introduction and begun the sections on character creation. I am currently in the process of establishing a list of skills and fine-tuning the combat rules, which I am enjoying more than I thought I would. I want this game to be fully compatible with all major modes of play, but the emphasis is on modes that are specifically designed to appeal to those who just want to play <i>Doctor Who</i> without any preconceived notions about the conventions of the role-playing game medium. It will be (I hope) exceedingly novice-friendly.  Granted, this is sort of my ideal for just about any role-playing game, but it&#8217;s especially true for adaptations. I want players to think to themselves, &#8220;Yes, I can imagine this happening in the show.&#8221; If an action is appropriate, it should be supported by the rules effortlessly and <em>nonintrusively</em>. I am not interested in designing genre games that make people think more about the rules themselves than the experience of role-playing in the genre, and that includes meta-game rules designed to enforce genre conformity (especially).</p>
<p>Incidentally, the working title of the adaptation is <b><i>Classic Doctor Who: The Unofficial Role-Playing Game</i></b>.</p>
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