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Tag Archives: Fudge

Bibliographically Cliffhanging

This year, I have begun to post articles about various ways to adapt the cliffhanger genre to Fudge. Let’s get definitions out of the way first. In all cases, a cliffhanger is a story told in installments in which each episode or chapter ends at a dramatic moment that can only be resolved by watching [...]

Taking More Time

In a comment on Simulating Incompetence, 1d30 raised the issue of taking more time to accomplish a task in order to achieve results above one’s skill level. Naturally, one can just fudge it (especially in Fudge), but here are some additional ways to handle it. Dual Skill Levels In Simulating Incompetence, I described how a [...]

Day of Fudge 2011

What is the “Day of Fudge”? The Day of Fudge is a day for playing Fudge in a public place. We know it’s the bee’s knees, but what about the rest of the world? Share the best kept secret in role-playing: Fudge is easy to learn, fun to play, and amenable to infinite customization. Learn [...]

Offensive Damage Factors Reconsidered

Several years after posting Offensive Damage Factors Considered, I have decided to rethink the approach. I always thought the idea of starting weapon damage at +0 to be counterintuitive, and Fudge should never be counterintuitive. Therefore, I have moved the starting weapon damage (for small weapons) to +1. This allows +0 to be the exclusive [...]

Simulating Incompetence

How does one simulate incompetence in a role-playing game? In Dungeons & Dragons, one step one can take is to eliminate minimum attribute requirements that prevent the existence of puny fighters, bumbling thieves, and dull-witted magic-users (as suggested by richard in the comments on this article in Grognardia). That’s simple enough, but how does one [...]

Improving the Trait Ladder

Some time ago, I posted an article, The Very Idea: Variations on the Trait Ladder, about the lack of adjectives above Superb and below Terrible on the Fudge trait ladder, in which I offered a simple suggestion that was only half in jest. I suggested adding one “Very” to Superb or Terrible for every level [...]

Random Alignment Generator

Where do Fudge and Dungeons & Dragons intersect? The answer is the random alignment generator. Back in the 1980s, I owned a pair of six-sided alignment dice that I had ordered from the RPGA (Role-Playing Gamers’ Association). The dice were white and bore three words repeated twice. The first die bore the words “Lawful” in [...]

On the Benefits of Lances, Spears, and Pikes

There is, if I recall correctly, only one rule in Fudge that addresses the benefits of pole arms, and then only indirectly. From Section 4.31, Melee Modifiers: Compare combatants’ weapon sizes and shields (see Section 4.54, Sample Wound Factors List). If one fighter’s weapon + shield value is +2 (or more) greater than the other [...]

Yet Another Cliffhanger Skill for Fudge

Heroes in movie serials are often outnumbered by their enemies, but they are not without their own tactics to even the odds in a fight. One of these is the popular tactic of lying in wait on the ledge of a cliff or stealthily approaching from the roof of a building and then leaping upon [...]

Fudging Disease Rules

Diseases can be dealt with in Fudge in much the same way as poisons (q.v.). That is, by describing it in character and in terms of its real world effects rather than worrying about which attributes and skills are lowered by how many levels or what its proper notation should be on a wound track. [...]

On the Benefits of the Shield

For all the millennia that the shield was considered an indispensable part of a soldier’s arms and armor, it is baffling that it should be afforded so little significance in any war game or role-playing game concerned with ancient or medieval combat. In Dungeons & Dragons (at least the editions I am familiar with), the [...]

Personalizing Skill Difficulty

Skill difficulty in Fudge is normally presented in one of two ways: as a single difficulty for all skills, or as a difficulty that varies from skill to skill. (Here I am speaking of the difficulty, and hence the cost, of learning skills, not the difficulty levels associated with using skills.) Another possibility is a [...]