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Category Archives: Rules

There at Last

The complete Fudge 1995 Edition is now available in three different formats in the Fudge Rules section of Fudgery.net. It also now has its own link on the main page.
Chapter 6 was by far the most laborious chapter to code, since I decided to use tables for all the character examples. For Section 6.2, [...]

Very Nearly There

My own online versions of Steffan O’Sullivan’s Fudge 1995 Edition (with the exception of Chapter 6 in two of the three formats) are now available for your perusal at Fudge Rules.
I will make an announcement when Chapter 6 is finished.

Notes on Skills 2

Exactly a year 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 [...]

More Than Halfway There

My conversion of Fudge 1995 Edition to HTML (with and without CSS) is almost complete. I have just begun converting Chapter 6. I think Chapter 6 is my least favorite chapter — being almost nothing but character examples, and most of them too long. I suppose they serve their purpose, but I’d rather see them [...]

Fudge Rules at Fudgery.net

O.K., I have at least six major Fudge-related projects I am working on, but that hasn’t stopped me from taking on another. I have been telling myself for years that I ought to upload the Fudge rules (with errata) to Fudgery.net in the interest of both promoting it and providing it as an immediately accessible [...]

Separation Between Attributes and Skills

The topic of whether and/or how one ought to link attributes and skills is a perennial one in Fudge discussions. It’s understandable, too. Fudge doesn’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 [...]

Offensive Damage Factors Considered

One of the things I like about Fudge is the simplicity of determining how much damage a mêlée weapon causes. I’ve seen it boiled down to its bare essence in a variety of ways, but I think this version is the best:
-1 unarmed, no formal combat training
+0 unarmed, formal combat training
+0 small weapon
+1 medium weapon
+2 [...]

Mana Everywhere; It’s Like Manna

House rules for magic systems are not in short supply. Whether you are searching for variants of your favorite system, adaptations from one game system to another, or unique systems that have been fashioned by skilled craftsman who suffer for their art and offer it to the world without monetary compensation, they are abundant. One [...]

Thoughts on Scale 2

[The charts referred to in this article are the Optimum Mass Scale Chart and the Optimum Strength Scale Chart.]
Although I have seen advice against it, I think the best solution to the Scale controversy is to accept the fact that Mass is a separate trait from Mass Scale. If we accept that Mass Scale is [...]

Notes on Difficulty Level Conversions

The primary purpose of Difficulty Level Conversions is to allow for the rapid translation of scenarios written for other game systems into Fudge. This way, one can pick up an old scenario or a buy a new one and simply substitute the Fudge Difficulty Levels for those listed. If one uses the Trait Conversions to [...]