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	<title>Fudgerylog &#187; Role-Playing Games</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>Survival Horror Wound Gauges Reconsidered</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/20/1005/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/20/1005/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 18:16:52 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[horror]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1005</guid>
		<description><![CDATA[In Wound Gauge Options, I offered some alternate methods of recording wounds in Fudge for specific genres including survival horror. This is a revision and expansion of that segment of the article. The survival horror wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://www.fudgery.net/fudgerylog/2011/05/06/822/">Wound Gauge Options</a>, I offered some alternate methods of recording wounds in <b><i>Fudge</i></b> for specific genres including survival horror. This is a revision and expansion of that segment of the article.</p>
<p>The survival horror wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) decreases. Unlike the standard wound gauge, there are four levels instead of five, and the standard number of boxes per level is eight (for a governing trait at Fair), with two boxes added for each positive level in the governing trait, and two boxes subtracted for each negative trait level.</p>
<div align="center">
<table border=1>
<tr>
<th>Trait Level</th>
<th>Boxes/Gauge Level</th>
</tr>
<tr>
<td>Superb</td>
<td>14</td>
</tr>
<tr>
<td>Great</td>
<td>12</td>
</tr>
<tr>
<td>Good</td>
<td>10</td>
</tr>
<tr>
<td>Fair</td>
<td>8</td>
</tr>
<tr>
<td>Mediocre</td>
<td>6</td>
</tr>
<tr>
<td>Poor</td>
<td>4</td>
</tr>
<tr>
<td>Terrible</td>
<td>2</td>
</tr>
</table>
</div>
<p>The sample wound gauge that follows shows the standard eight boxes per level for a character with an attribute of Fair (whether it is Health, Vitality, Stamina, Endurance, etc.).</p>
<p><b>Survival Horror Wound Gauges</b></p>
<div align="center">
<table border=0>
<tr>
<td><font color="#008000">Fine (no effect):</font></td>
<td><font color="#008000">OOOOOOOO</font></td>
</tr>
<tr>
<td><font color="#ffd700">Caution (-1 to initiative; 50% speed):</font></td>
<td><font color="#ffd700">OOOOOOOO</font></td>
</tr>
<tr>
<td><font color="#ff0000">Critical (-2 to initiative; 25% speed):</font></td>
<td><font color="#ff0000">OOOOOOOO</font></td>
</tr>
<tr>
<td>Danger (-3 to initiative; 10% speed):</td>
<td>OOOOOOOO</td>
</tr>
</table>
</div>
<p>When the last box at the Danger level is marked, the character is dead. The certainty of this outcome contributes a grittiness that can be lacking in methods that relegate the question of a player character&#8217;s death to the GM&#8217;s judgment. Optionally, the Danger level can be dropped from the wound gauge to maximize the&#8230; <em>danger</em>.</p>
<p>[Edit: If simultaneous combat rounds are being used, the initiative penalties may be interpreted as combat trait penalties or disregarded.]</p>
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		<title>Metamorphosis Alpha Returns to Print (on Demand)</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/19/999/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/19/999/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 16:27:56 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Metamorphosis Alpha]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=999</guid>
		<description><![CDATA[James M. Ward&#8217;s Metamorphosis Alpha, the legendary science fiction role-playing game (and direct predecessor of Gamma World), is now available as a print-on-demand softcover rulebook via Lulu.com. According to the product description, &#8220;This version incorporates all the changes included in the RPGNow version, minus the hex paper on the last page.&#8221; [Source: Grognardia]]]></description>
			<content:encoded><![CDATA[<p>James M. Ward&#8217;s <b><i>Metamorphosis Alpha</i></b>, the legendary science fiction role-playing game (and direct predecessor of <b><i>Gamma World</i></b>), is now available as a <a href="http://www.lulu.com/product/paperback/metamorphosis-alpha/1647436">print-on-demand softcover rulebook via Lulu.com</a>. According to the product description, &#8220;This version incorporates all the changes included in the RPGNow version, minus the hex paper on the last page.&#8221;</p>
<p>[Source: <a href="http://grognardia.blogspot.com/2012/01/speaking-of-reprints.html">Grognardia</a>]</p>
]]></content:encoded>
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		<title>Resurrection of AD&amp;D First Edition Books in Spring 2012</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/19/994/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/19/994/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 15:48:57 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=994</guid>
		<description><![CDATA[Wizards of the Coast will be releasing commemorative reprints of the original 1st edition Advanced Dungeons &#038; Dragons rulebooks (the Monster Manual, Player&#8217;s Handbook, and Dungeon Master&#8217;s Guide) on 17 April 2012. &#8220;Available in limited quantities as a hobby channel exclusive in North America,&#8221; sales of these reprints will help support the Gygax Memorial Fund. [...]]]></description>
			<content:encoded><![CDATA[<p>Wizards of the Coast will be releasing commemorative reprints of the original 1st edition <b><i>Advanced Dungeons &#038; Dragons</i></b> rulebooks (the <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02400000"><i>Monster Manual</i></a>, <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02410000"><i>Player&#8217;s Handbook</i></a>, and <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02390000"><i>Dungeon Master&#8217;s Guide</i></a>) on 17 April 2012. &#8220;Available in limited quantities as a hobby channel exclusive in North America,&#8221; sales of these reprints will help support the <a href="http://gygaxmemorialfund.com/">Gygax Memorial Fund</a>.</p>
<p>[Source: <a href="http://grognardia.blogspot.com/2012/01/go-figure.html">Grognardia</a>]</p>
]]></content:encoded>
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		<item>
		<title>Oh, My Darling PDF</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/14/987/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/14/987/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 15:16:53 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Elsewhere]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=987</guid>
		<description><![CDATA[Jeff Rients in Jeff&#8217;s Gameblog makes a very reasonable proposal in his open letter to Wizards of the Coast concerning the next edition of Dungeons &#038; Dragons.]]></description>
			<content:encoded><![CDATA[<p>Jeff Rients in <a href="http://jrients.blogspot.com">Jeff&#8217;s Gameblog</a> makes a very reasonable proposal in his <a href="http://jrients.blogspot.com/2012/01/open-letter-to-wotc.html">open letter to Wizards of the Coast</a> concerning the next edition of <b><i>Dungeons &#038; Dragons</i></b>.</p>
]]></content:encoded>
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		<title>Update Page for &#8220;D&amp;D Next&#8221;</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/10/984/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/10/984/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 21:16:24 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=984</guid>
		<description><![CDATA[For those who wish to follow the breaking news of the upcoming iteration of Dungeons &#038; Dragons, EN World offers &#8220;D&#038;D 5th Edition: What We Know About &#8216;D&#038;D Next&#8217;&#8221;, a page that &#8220;summarizes everything we know about this new edition, and is updated regularly.&#8221; Of particular interest to me is the Design Goals section of [...]]]></description>
			<content:encoded><![CDATA[<p>For those who wish to follow the breaking news of the upcoming iteration of <b><i>Dungeons &#038; Dragons</i></b>, <a href="http://www.enworld.org">EN World</a> offers <a href="http://www.enworld.org/index.php?page=dnd5e">&#8220;D&#038;D 5th Edition: What We Know About &#8216;D&#038;D Next&#8217;&#8221;</a>, a page that &#8220;summarizes everything we know about this new edition, and is updated regularly.&#8221;</p>
<p>Of particular interest to me is the Design Goals section of the page. The goals are admirable and certainly challenging. If they can be met, I will be very impressed.</p>
]]></content:encoded>
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		<title>Plans Announced for New Edition of D&amp;D</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/09/981/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/09/981/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 16:42:06 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=981</guid>
		<description><![CDATA[Wizards of the Coast announced today that plans are underway to produce a new edition of Dungeons &#038; Dragons. Addressing fans in &#8220;Charting the Course of D&#038;D&#8221;, Mike Mearls stated: The game is at its best when it is yours. For that reason, we want your participation. The goals we have set for ourselves are [...]]]></description>
			<content:encoded><![CDATA[<p>Wizards of the Coast announced today that plans are underway to produce a new edition of <b><i>Dungeons &#038; Dragons</i></b>. Addressing fans in <a href="http://wizards.com/dnd/Article.aspx?x=dnd/4ll/20120109">&#8220;Charting the Course of D&#038;D&#8221;</a>, Mike Mearls stated:</p>
<blockquote><p>
The game is at its best when it is yours. For that reason, we want your participation. The goals we have set for ourselves are by no means trivial or easy. By involving you in this process, we can build a set of D&#038;D rules that incorporate the wants and desires of D&#038;D gamers around the world. We want to create a flexible game, rich with options for players and DMs to embrace or reject as they see fit, a game that brings D&#038;D fans together rather than serves as one more category to splinter us apart.
</p></blockquote>
<p>The article above also includes an invitation to sign up &#8220;to be notified when the playtest is beginning and how you can participate.&#8221;</p>
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		<title>The Very Idea 2: More Variations of the Trait Ladder</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/30/976/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/30/976/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 20:57:01 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=976</guid>
		<description><![CDATA[What started as a joke continues as a joke, and I make no recommendations whatsoever to use any of these unconventional trait ladders in Fudge (except the first). In fact, I think it is counterproductive to introduce a multitude of different trait ladders as it does nothing but create confusion. Nonetheless, here are four more [...]]]></description>
			<content:encoded><![CDATA[<p>What started as a joke continues as a joke, and I make no recommendations whatsoever to use any of these unconventional trait ladders in <b><i>Fudge</i></b> (except the first). In fact, I think it is counterproductive to introduce a multitude of different trait ladders as it does nothing but create confusion. Nonetheless, here are four more for your amusement.</p>
<p>The first is a slight modification of the Not-So-Very-Varied Trait Ladder. Some players don&#8217;t feel quite right about not having a Legendary trait level, so instead of adding Very to each additional level above Superb, Legendary is situated above Superb and each level above that adds another Very. The same is done with sub-Terrible trait levels and the substitution of Abysmal.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Epic Not-So-Very-Varied Traits</th>
</tr>
<tr>
<td>Superb +4</td>
<td>+7</td>
<td>Very Very Very Legendary</td>
</tr>
<tr>
<td>Superb +3</td>
<td>+6</td>
<td>Very Very Legendary</td>
</tr>
<tr>
<td>Superb +2</td>
<td>+5</td>
<td>Very Legendary</td>
</tr>
<tr>
<td>Superb +1</td>
<td>+4</td>
<td>Legendary</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Superb</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Great</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0 </td>
<td>Fair</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Mediocre</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Poor</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Terrible</td>
</tr>
<tr>
<td>Terrible -1</td>
<td>-4</td>
<td>Abysmal</td>
</tr>
<tr>
<td>Terrible -2</td>
<td>-5</td>
<td>Very Abysmal</td>
</tr>
<tr>
<td>Terrible -3</td>
<td>-6</td>
<td>Very Very Abysmal</td>
</tr>
<tr>
<td>Terrible -4</td>
<td>-7</td>
<td>Very Very Very Abysmal</td>
</tr>
</table>
</div>
<p><b>The All American Trait Ladder</b></p>
<p>Here is the trait ladder for Americans of the Great Depression and Second World War. This is the language of gangsters and coppers, flappers and mols, GIs and MPs, the Three Stooges and Our Gang. It&#8217;s the Common Man&#8217;s trait ladder, and it&#8217;s Swell, see? And don&#8217;t let any Lousy bum tell you differently. Besides, that palooka is only a So-So boxer and you&#8217;re, well, you&#8217;re O.K. with your mitts. Sure, you can take him. Oh, you mean the bruiser over there? He&#8217;s Pretty Good in a fight. Nice knowing ya, pal. Good luck. Gotta go. So long!</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>All American Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Terrific</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Swell</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Pretty Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>O.K.</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>So-So</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Lousy</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Rotten</td>
</tr>
</table>
</div>
<p><b>The Proper Lady&#8217;s Trait Ladder</b></p>
<p>To suggest that a proper lady is only able to distinguish between what is proper and improper would be far from correct. A proper lady has an extensive vocabulary with which to describe her trials and tribulations as well as her triumphs. It would be most vexing indeed if one were limited to a mere two words; two words would be less than advantageous if they were one&#8217;s sole means of supporting oneself in a cruel world. Turbulent is the life of a proper lady who is forced to contend with the daily indignities of dealing with Dreary household servants, common labourers with Ghastly manners, and nieces who are Atrociously difficult to match with gentleman callers. O, to be extricated from that undeserving fate and elevated to her proper place! &#8212; such is the conundrum uppermost in her thoughts. A proper lady, a lady of society, ought to be able to expect, quite reasonably, to concern herself exclusively with attending Lovely parties in the company of other personages of importance like herself.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Traits for Ladies</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Divine</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Lovely</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Acceptable</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Tolerable</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Dreary</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Ghastly</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Atrocious</td>
</tr>
</table>
</div>
<p><b>The Cold and Analytical Trait Ladder</b><br />
<b>[To be recited in a monotone.]</b></p>
<p>This trait ladder is stripped of unnecessary sentimentality. Do not expect this trait ladder to generate an emotional response or any other human weakness. The function of this trait ladder is to achieve Maximum efficiency. Inefficiency must be eliminated. To operate at less than Standard Capacity is to be inefficient. Most human capabilities are Below Standard; many are Well Below Standard. Therefore, humans are inefficient. Inefficiency must be eliminated. Now processing data&#8230;</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Cold &#038; Analytical Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Maximum [Capacity]</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Well Above Standard [Capacity]</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Above Standard [Capacity]</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Standard [Capacity]</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Below Standard [Capacity]</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Well Below Standard [Capacity]</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Minimum [Capacity]</td>
</tr>
</table>
</div>
<p>[Originally posted <a href="http://www.fudgery.net/omnium-gatherum/very_idea2.html">here</a> in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a> section of <a href="http://www.fudgery.net">Fudgery.net</a>.]</p>
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		<title>The Very Idea: Variations of the Trait Ladder</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/30/974/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/30/974/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 20:36:28 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=974</guid>
		<description><![CDATA[From time to time one hears complaints about the trait ladder of Fudge being &#8220;broken&#8221; because the adjectives do not extend above Superb or below Terrible, whereas results may occur beyond these ranges, especially when characters possess Great or Superb traits. I consider any result above Superb to be an extension of Superb, and it [...]]]></description>
			<content:encoded><![CDATA[<p>From time to time one hears complaints about the trait ladder of <b><i>Fudge</i></b> being &#8220;broken&#8221; because the adjectives do not extend above Superb or below Terrible, whereas results may occur beyond these ranges, especially when characters possess Great or Superb traits. I consider any result above Superb to be an extension of Superb, and it only matters <i>how</i> Superb if one is involved in an opposed action in which more than one character gets a Superb or higher result. If it is a matter of combat, then I generally just deal with the numbers in order to arrive at a relative degree. If the conflict is not combat-related, then I merely state results in terms of one being &#8220;more Superb&#8221; than the other. Some may balk at such vague descriptions, so for those who desire &#8220;hard and fast rules&#8221; preserving the adjectival integrity of the trait ladder, I offer the following simple remedy that will extend the ladder without relying on numerical modifiers or adding more words to memorize. All one has to do is add &#8220;Very&#8221; for each level above Superb or below Terrible. That&#8217;s all there is to it. If your Superb Swordsman rolls +3 in a fight against a Superb Axe-wielder who rolls +2, then you now know that your Very Very Very Superb result defeats his merely Very Very Superb result. And whatever you may say about a Terrible combatant who rolls -4, it&#8217;s a Very Very Very Very Terrible result.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Not-So-Very-Varied Traits</th>
</tr>
<tr>
<td>Superb +4</td>
<td>+7</td>
<td>Very Very Very Very Superb</td>
</tr>
<tr>
<td>Superb +3</td>
<td>+6</td>
<td>Very Very Very Superb</td>
</tr>
<tr>
<td>Superb +2</td>
<td>+5</td>
<td>Very Very Superb</td>
</tr>
<tr>
<td>Superb +1</td>
<td>+4</td>
<td>Very Superb</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Superb</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Great</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0 </td>
<td>Fair</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Mediocre</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Poor</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Terrible</td>
</tr>
<tr>
<td>Terrible -1</td>
<td>-4</td>
<td>Very Terrible</td>
</tr>
<tr>
<td>Terrible -2</td>
<td>-5</td>
<td>Very Very Terrible</td>
</tr>
<tr>
<td>Terrible -3</td>
<td>-6</td>
<td>Very Very Very Terrible</td>
</tr>
<tr>
<td>Terrible -4</td>
<td>-7</td>
<td>Very Very Very Very Terrible</td>
</tr>
</table>
</div>
<p><b>The Good, the Bad, and the Adequate</b></p>
<p>To be honest, all results really boil down to being either good, bad, or adequate, or degrees of the first two. To extend the idea presented above, one could center the trait ladder at Adequate, with Good at +1 and Bad at -1. For each level above Good or below Bad, one adds &#8220;Very.&#8221; A Great result is now Very Good, a Superb result is Very Very Good, and a Terrible -1 result is Very Very Very Bad.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Good to Bad Traits</th>
</tr>
<tr>
<td>Superb +4</td>
<td>+7</td>
<td>Very Very Very Very Very Very Good</td>
</tr>
<tr>
<td>Superb +3</td>
<td>+6</td>
<td>Very Very Very Very Very Good</td>
</tr>
<tr>
<td>Superb +2</td>
<td>+5</td>
<td>Very Very Very Very Good</td>
</tr>
<tr>
<td>Superb +1</td>
<td>+4</td>
<td>Very Very Very Good</td>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Very Very Good</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Very Good</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Good</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Adequate</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Bad</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Very Bad</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Very Very Bad</td>
</tr>
<tr>
<td>Terrible -1</td>
<td>-4</td>
<td>Very Very Very Bad</td>
</tr>
<tr>
<td>Terrible -2</td>
<td>-5</td>
<td>Very Very Very Very Bad</td>
</tr>
<tr>
<td>Terrible -3</td>
<td>-6</td>
<td>Very Very Very Very Very Bad</td>
</tr>
<tr>
<td>Terrible -4</td>
<td>-7</td>
<td>Very Very Very Very Very Very Bad</td>
</tr>
</table>
</div>
<p><b>The English Gentleman&#8217;s Trait Ladder</b></p>
<p>To reflect a more civilized point of view, one may opt for the famous capacity for both understatement and overstatement that is characteristic of the archetypical English gentleman. Whilst one may admit that French cuisine is Quite Sufficient, one can state with satisfaction that English cooking is simply Smashing. Similarly, whereas the Bataan Death March was a Rather Bad situation, the service in this restaurant is Appalling!</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Traits for Gentlemen</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>Quite Sufficient</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>Jolly Good</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>Splendid</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>Smashing</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>Appalling</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>Dreadful</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>Rather Bad</td>
</tr>
</table>
</div>
<p><b>Big Brother&#8217;s Newspeak Trait Ladder</b></p>
<p>George Orwell&#8217;s <i>1984</i>, written as a warning of the dangers of totalitarianism, has a built-in trait ladder for those who wish (for whatever incomprehensible reason) to adventure in his nightmarish dystopia. Note that there is no equivalent trait for Fair in this trait ladder. The concept of &#8220;Fair&#8221; is a thoughtcrime. Report at once to the Ministry of Love.</p>
<div align="center">
<table border=1>
<tr>
<th>Fudge Traits</th>
<th>#</th>
<th>Newspeak Traits</th>
</tr>
<tr>
<td>Superb</td>
<td>+3</td>
<td>doubleplusgood</td>
</tr>
<tr>
<td>Great</td>
<td>+2</td>
<td>plusgood</td>
</tr>
<tr>
<td>Good</td>
<td>+1</td>
<td>good</td>
</tr>
<tr>
<td>Fair</td>
<td>0</td>
<td>[not applicable]</td>
</tr>
<tr>
<td>Mediocre</td>
<td>-1</td>
<td>ungood</td>
</tr>
<tr>
<td>Poor</td>
<td>-2</td>
<td>plusungood</td>
</tr>
<tr>
<td>Terrible</td>
<td>-3</td>
<td>doubleplusungood</td>
</tr>
</table>
</div>
<p>[Originally posted <a href="http://www.fudgery.net/omnium-gatherum/very_idea.html">here</a> in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a> section of <a href="http://www.fudgery.net">Fudgery.net</a>.]</p>
]]></content:encoded>
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		<title>More Useless Trait Ladder Variations for Fudge</title>
		<link>http://www.fudgery.net/fudgerylog/2011/12/30/972/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/12/30/972/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 06:35:10 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Site News]]></category>
		<category><![CDATA[satire]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=972</guid>
		<description><![CDATA[In 2006, I posted The Very Idea: Variations of the Trait Ladder in the Omnium-Gatherum section of Fudgery.net. In 2007, I wrote a sequel to that article and didn&#8217;t bother to post it. I felt it was lacking something and eventually forgot about it. Now, at the end of 2011, I have dusted it off, [...]]]></description>
			<content:encoded><![CDATA[<p>In 2006, I posted <a href="http://www.fudgery.net/omnium-gatherum/very_idea.html">The Very Idea: Variations of the Trait Ladder</a> in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a> section of <a href="http://www.fudgery.net">Fudgery.net</a>. In 2007, I wrote a sequel to that article and didn&#8217;t bother to post it. I felt it was lacking something and eventually forgot about it. Now, at the end of 2011, I have dusted it off, polished it, and posted it in its rightful place in the <a href="http://www.fudgery.net/omnium-gatherum">Omnium-Gatherum</a>. In response to no demand whatsoever, I present <a href="http://www.fudgery.net/omnium-gatherum/very_idea2.html">The Very Idea 2: More Variations of the Trait Ladder</a>.</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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