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Tag Archives: Fudge

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 [...]

Dice-Rolling Admonitions

From time to time, I hear a popular refrain from other role-playing gamers along the lines of, “Don’t roll the dice unless there are dramatic consequences for success and failure.” (I read it again somewhere in the last few days, but I’ve been reading so many Web logs recently that I can’t remember where.) In [...]

Update to Trait Conversions

Specifically, the “All System” Catalyst series by Flying Buffalo Inc. has been added to Optimum Trait Conversions for Fudge. More generally, I have deleted the bracketed number ranges that formerly indicated whether a higher or lower trait level should be chosen when one is confronted with translating a game that has fewer than seven trait [...]

Basic Attributes Revised

Optimum Attributes for Fudge, a brief article suggesting a possible set of default attributes that may be used whenever needed, has been significantly revised (and, I hope, improved). This will be the standard set of attributes for many of my current Fudge projects. It should be reassuringly familiar to most experienced role-players and immediately understandable [...]

Why Is It Difficult?

It is rather late to address a minor complaint about Fudge I first read in the now defunct Fudge List (even though I saw it raised several times), but I suspect the complaint is a perennial one and I would like to offer my viewpoint. The complaint is that Fudge expresses the concept of difficulty [...]

Painting Characters in Broad Strokes Part 2

In Part 1, I suggested a method for creating the supporting cast — whether player characters or non-player characters — in a Fudge game adapted from television shows or movies, but there is another method that has been part of the rules since the 1995 edition, and that is the Alternate Section on Character Creation [...]

Painting Characters in Broad Strokes Part 1

Here is another option for character traits in a cinematic Fudge game. Some genres, especially those adapted from movies or television shows, do not lend themselves to detailed descriptions of a character’s specific skills. Any attempt to adapt such characters to a role-playing game with an extensive list of skills would require the designer to [...]