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Trait Conversions Updated Again

The Ladder by Paul Elliott and Mazes & Minotaurs by Olivier Legrand have been added to Optimum Trait Conversions for Fudge.

Both have already been added to the Links page, but I’ll link them again here for good measure:

Role-Playing in Ray Harryhausen’s Mythical Greece

Legendary Games Studio has announced the return of the original fantasy role-playing game, the progenitor of the entire role-playing hobby, Mazes & Minotaurs. Published in 1972 and later released as a Revised edition in 1987, M&M defined fantasy adventure for millions of gamers worldwide. Now, Legendary Games Studio is making both the Original Rules and the Revised Rules available to all for free! To download the free PDFs, visit the Legendary Games Studio Official Mazes & Minotaurs Web site!
(Continued)

Page of Updates

I have added an Updates page here for frequently updated pages at Fudgery.net.

Parlor Games Linked

I have added the category of Parlor Game Reference to the Links page at Fudgery.net. At present Charades is the only game represented, but more will follow. (Tiddlywinks will remain in its own category for now.) [Edit: Added World RPS Society (Rock Paper Scissors).]

BASHCon XXIII Registration Now Open

Registration for BASHCon (22-24 February 2008 in Toledo, Ohio) is now open. The admission prices are:

  • University of Toledo Student Admission: FREE with valid student ID
  • One-day General Admission: $10
  • Weekend General Admission: $15
  • Game Demonstrations/Open play: FREE
  • Tournaments/Special Events: Prices Vary

Going to Origins 2008

The decision has been made: I just registered for the Early Bird Full Show Pass for the Origins Game Fair (to be held 25-29 July) and registered a friend in the free Expose-a-Friend program (which is also a Full Show Pass… for free!). I am now committed to attend, and I will be running some events of the Fudge role-playing variety. Details will follow.

Reminder: The last day for Early Bird Registration ($50 for five days) is January the 10th.

Origins 2008 Registration Now Open

Registration for the Origins Game Fair (25-29 July 2008 in Columbus, Ohio) is now open through the 10th of January. Register for the Early Bird Full Show Pass by the 10th and save $20. Register for the Preregistration Full Show Pass between 11 January and 25 May and save $10. Full Show Passes will be $70 at the door. For more details, visit www.originsgamefair.com.

Musical Cues in Role-Playing Games

Robin D. Laws has an interesting article in his Web log about using musical cues in certain kinds of role-playing games, which reminded me of a plan I had for using music and sound effects for some Star Trek gaming. It’s amazing how important sounds can be to the atmosphere of a setting. When I imagine immersing myself in the Star Trek universe, inevitably I hear the sounds of automatic doors whishing open and shut, the voice of the computer and the noise of it computing, the electronic bosun’s whistle, and the ever present drone of the ship’s engines. Whenever anyone enters or leaves a room or uses a device, I want to activate the sound effect. If they have to report to sickbay, I want to hear its distinctive pulse. If a landing party beams down to a planet, I want to hear the transporter, followed by an ominous alien planet theme. Yes, when I play Star Trek, I want to feel as if I am living in an episode.

As far as more functional applications go (in line with the article), it occurs to me that the musical cues for police procedurals Laws describes would be perfect for games such as Stalking the Night Fantastic or Bureau 13 by Tri Tac Games, Strange World by Carnivore Games, or any other paranormal/supernatural/cryptozoölogical investigative role-playing games (or GURPS Cops, come to think of it). I’ll certainly be considering it for my own gaming in this genre.

Doctor Who Observations Part 2

[This article is in support of my project to design an unofficial (and free) Fudge role-playing game adaptation of Doctor Who (the original show).]

The problem of how to plunge characters into adventure was addressed in FASA’s Doctor Who with the invention of the renegade Celestial Intervention Agency, which kept an eye on Temporal Nexus Point Earth and sent field agents there in stolen TARDIS units to halt the activities of temporal marauders. The idea of an agency of Time Lords who share the Doctor’s ethics and guide the players from one adventure to another is a good one, although I have a different view of the form it would take and I don’t think it ought to be the only method of introducing a scenario. The following is an excerpt of a work in progress:

THE EXCUSE FOR ADVENTURE

Why do characters do what they do? Specifically, how do they manage to
find themselves entangled in difficult situations that may involve the
fate of nations, planets, or even the universe as we know it? In Doctor
Who
, the answer is typically a TARDIS misjump due to a faulty mechanism,
a miscalculation, or the effect of a temporal phenomenon. Sometimes the
TARDIS is drawn off course intentionally by a friend or foe intent on
thwarting the Doctor or enlisting his aid. Often the excuse for adventure
is pure coincidence. The Doctor and his Companion are off to this time or
that planet to enjoy its rare attractions when they are unexpectedly
thrust into the middle of one of the Master’s evil plots or an attempt by
the Daleks to enslave or exterminate another species. Although it works
well enough for a television programme, the premise may wear thin for
players when every adventure begins with a holiday outing interrupted by
interstellar conspiracy.

To provide a framework for continuing adventures without straining
credibility too much, an element has been added to the Classic Doctor Who
Universe (thus making it part of the Expanded Classic Doctor Who
Universe): the Temporal Integrity Preservation Society.

The Temporal Integrity Preservation Society (or T.I.P.S.) is a “club” of
independently-minded Time Lords concerned with threats to the timestream.
Operating from a private headquarters on Gallifrey and numerous TARDIS units
throughout time and space, its members monitor the natural and proper flow
of time and actively correct any deviations that are detected. Each
member’s TARDIS is equipped with a special device that enables members to
communicate with and be located by T.I.P.S. Headquarters. In the event
that a temporal deviation is detected, any member’s TARDIS can be
contacted and given the proper coordinates for emergency action. Adventure
can then proceed. Once the deviation has been corrected, Headquarters is
informed and the member returns to standby status.

Occasionally, the players will be the first to detect a disturbance in the
temporal flow, either from the instruments on the TARDIS or from personal
observation whilst visiting a particular time and place. Under those
circumstances, the players would immediately contact T.I.P.S.
Headquarters, investigate the matter, and attempt to correct the situation
(not necessarily always in that order).

It should be noted that not all temporal disturbances are the result of
obvious tampering by time travellers. Temporal anomalies do occur, and
sometimes only the wisdom and conscience of a Tipsy (as T.I.P.S. members
are both fondly and derogatorily referred to) can determine whether
intervention is permissible. Whereas the Doctor may oppose interference
with the Aztec ritual of human sacrifice on the grounds that it would
destroy the timestream, he may actively participate in defending Earth
against a Rutan invasion that, according to his knowledge of Earth’s
history, should not have succeeded in the 1890s. Whether his actions were
the cause of his own knowledge of the events is immaterial. The fact that
he knew that the Rutans must be opposed is proof that their failure to
conquer Earth was the proper result in the time line. The fact that he knew
that the Aztecs practiced human sacrifice until their conquest by the
Spanish is proof that their continuance of the ritual was the proper
result in the time line. One could argue circles around the subject of time
travel indefinitely, but for the purposes of adventure gaming in a light
science fiction setting, it is enough to know that the players ought to
sense when it is right to intervene, and when it is wrong. If they know
something didn’t happen a certain way in history, then they know they
ought to preserve that outcome as members of the Temporal Integrity
Preservation Society. If they don’t know something didn’t happen a
certain way (such as an event in our distant future or on an alien
planet), then they ought to proceed as if it were proper for them to be
there and do the right thing (avert an epidemic, liberate an enslaved
people, rescue the survivors of a crashed spaceship, stop a cult of alien
vampires, etc.). This both captures the tone of Doctor Who and promotes
playability.

Monsterpocalypse

I just learned in this Dr. Rotwang article that Privateer Press will be releasing a collectible miniatures game inspired by Japanese giant monster movies: Monsterpocalypse. I do not ordinarily have any interest in collectible miniature games (preferring to know exactly what I am spending my meager earnings on), but I must confess this looks tempting. I am very curious about the rules.