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Tag Archives: Fudge

Skills Revised

Optimum Skills for Fudge has been revised to reflect an emphasis on simplicity with regard to default skill levels. The default level and skill difficulty have been deleted from the individual entries and replaced with the following note at the end of the page: In this revised list of skills, all skills have a default [...]

Reconsidering Default Skill Levels

I have reached the conclusion that having multiple default skill levels is not desirable in my Fudge games. I had formerly believed that the standard default skill level of Poor (and skill difficulty of Average) was fine for free-form games and creating characters on the fly (with certain exceptions), but I now think it’s best [...]

Cliffhanger Close Combat Clobbered

A typical cliffhanger has at least one close combat scene per episode, and unless the hero is endowed with supernormal powers that enable him to dispatch his foes with alacrity, the fight will probably be lengthy and have an even chance of ending in triumph or defeat. A single blow will rarely put an enemy [...]

Another Cliffhanger Skill for Fudge

One of the most infamous tropes of the cliffhanger movie serial is that of the superhero with the flimsy secret identity. Whether it’s reporter Clark Kent’s curious absence whenever Superman appears or Batman and Robin driving Bruce Wayne’s automobile (or even being chauffeured by Alfred),* somehow the hero is able to maintain a separation of [...]

Promoting Clarity in Fudge

Fudge, to my knowledge, goes further than any other role-playing game to make the hobby understandable to newcomers in terms of reducing jargon. This, I maintain, is one of the greatest assets of Fudge, and it is a byproduct of one of its design goals, which includes “a character sheet you can understand without having [...]

How to Juggle Hit Location Rules in Fudge

As I mentioned previously (q.v.), I like to use different rules options depending on my mood in any given session. Some options are too good not to use, so I try to use them all. Another combat-related example is hit locations. I like called attacks. I also like random hit locations. I also like hits [...]

Alternate Rules: Random Character Creation

As much as I enjoy both subjective and objective character creation in Fudge, I cannot deny that there is a special kind of fun to be had in just doing it all randomly, especially if one is feeling the least bit indecisive. When Fortune take a hand in the affairs of mortal players engaged in [...]

How to Juggle Combat Rules in Fudge

One of my quirks as a Fudge GM is that I enjoy shifting from one rules option to another depending on circumstances and general mood. For example, I see no reason not to use story elements, simultaneous combat rounds, and alternating combat turns at different points during the same session as long as it feels [...]

1R1C1S Progress Report 1

As close as I am to finishing One Robot…One Computer…One Spaceship, it’s a wonder I’ve waited so long to post a progress report. As it draws closer to completion, I’ll strive to report on its status more frequently. All of the random generators (which were the raison d’être for this role-playing game) are in place. [...]

Cliffhanger Skill for Fudge

I was inspired to create this skill for Fudge after watching the 1949 serial, Batman and Robin. Appropriate for most action-packed cliffhanger scenarios (and indispensable for any movie serial adaptation in which there are motorized vehicles), I bring you… Jumping Out of Speeding Vehicles (Default: Poor; Difficulty: Average) This is the skill of exiting a [...]

When Skills Need Attributes

It is not a secret that I advocate a separation between attributes and skills in Fudge, which is a preference I share with the game’s original design principles. Those who wish to link them are free to do so. I am not trying to dissuade anyone from following their own path, but I think an [...]

Fudging Poison Rules

Granted that the ultimate rule of Fudge is “just fudge it,” I am contemplating the best way to deal with poisons. Rather than transmute actual poisons into abstract game concepts such as all-or-nothing saving throws (or, in this case, attribute checks) or even marks on a wound track, I’d like to try doing what Fudge [...]