5 Reasons Why You Should Check Out Fudge

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Category : FUDGE, Freebies, Just my two cents, News, Reviews & Culture, Other Systems, RPG, Random musings

Fudge For some reason Fudge, the roleplaying game by Steffan O’Sullivan back in the nineties, is something like the unloved uncle to the popular FATE system. A lot of gamers have heard about FATE, especially after Evil Hat released the Dresden Files Roleplaying Game, which uses the latest version of the FATE rules, but only a few people have an idea what Fudge is. Recently I got the “Fudge 10th Anniversary” hardcover book and I am totally loving it. So I decided to give my readers a few reasons why they should check out Fudge, too.

  1. It’s free
    The 1995 version of Fudge is available as free PDF download on the Grey Ghost Press website. And there’s even a System Reference Document in the RTF format because Fudge has been released under the Open Game License a few years back. So, it’s not only free to download, you can even create your own Fudge stuff under a relatively open license!
  2. It’s a toolbox
    Fudge is not a simple game but a roleplaying game toolbox. Attributes and skills are not pre-set and the GM can choose from a lot of options to tweak the game to perfectly suit his style. The game comes even with several alternative combat systems to choose from. Especially the hardcover version comes with more optional rules you ever could use in a lifetime. It’s a GM’s dream!
  3. It’s multi-genre
    If you wish you could play games in pretty much every genre with Fudge. The “10th anniversary” book contains examples for Fudge in the Fantasy, Cyberpunk, Wuxia and SF genres. Adapting it to a genre basically means to pick and choose which skills, gifts and talents are eligible for the campaign.
  4. It’s very easy to learn
    While Fudge can be as complex as you wish it to be, it can also be one of the easiest games to teach to new players. Attributes and skills are ranked with descriptive adjectives like Terrible, Poor, Mediocre, Fair, Good, etc. and the dice mechanic is very easy. Some people might not like that you need custom dice to play Fudge, but even that’s not true. If you don’t have any Fudge dice, you can easily use one of the alternative dice mechanics or play totally diceless!
  5. It promotes roleplaying
    Yes, it’s true, Fudge is a roleplayer’s roleplaying game. The way Fudge works it encourages a narrative play style. Fudge point mechanic allows players to take over some narrative control over the story. And since the system is pretty rules-lite, the rules rarely get in the way of the roleplaying.

Although I love Fudge very much, there are some drawbacks. Alas the organization of the book is not as good as it could be, which makes things a bit hard to follow when you read it for the first time. But once you got it, it’s pretty easy to teach to your players. The toolbox nature of Fudge also means that the GM has more work than in most games. But if you can look beyond this, you’ll probably love Fudge as much as I do.

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First Impression: Ion Guard

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Category : Just my two cents, News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks

While some people are out carousing on a far away gaming convention currently taking place (don’t ask I won’t name names), others have to mind the shop and console themselves with picking up a new gaming supplement on RPGNow. Seeing that Ion Guard by Radioactive Ape Designs had come out for ICONS I snatched that baby up. I still have not finished readying it all the way through but I really like it and I want to share my first impression.

I had seen Ion Guard available for the Bash! superhero game, as interesting as it sounded, I do not own Bash! So despite being interested I passed. When I saw it for my current favorite supers game I couldn’t wait. The game is written by Colin Chapman who wrote the excellent Atomic Highway, an ENnie mominated game that Michael recently reviewed, and also wrote the first supplement for WR&M, From the Imperial Forges, so I was not concerned for quality.

Still I must say it blew me away. From the layout, to the art, Ion Guard is great. The Ion Guard is an intergalactic police force protecting the universe in the far future. It obviously has influences from the Green Lantern Corps (there is even an oath!), but I also got a Legion of Superheroes feel from it. It seems very open ended, lots of inspiration, but also a lot of ground for the Game Master to give it his or her own twist. If you read my posts on comic books inspiring RPGs you know my love for the Legion, what you may not know is that Green Lantern is my favorite DC Comics hero! The Ion Guard organization even gave me a Jedi Order vibe, but in a good way.

The few villains and characters seem interesting. I love the look of the book, despite some of pages having oddly blank spaces at the end of sections, and the inclusion of a sketch gallery at the end is inspiring. The introduction says this is the first of a series of books focusing on space heroes, creatures and empires. Based on my first impression of this one, I’m on board for the upcoming ones.

On the drive home from work I called one of my players and he was excited about what I told him about Ion Guard so this may be our ICONS game, who knows! I’ll keep you posted and tell you more when I give the concepts in the book a proper spin.

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What about the GameMastery Guide? A review…

Category : Just my two cents, Legacy D&D, News, Reviews & Culture, Other Systems, Pathfinder, RPG, Reviews & First Looks

The Paizo GameMastery Guide is an excellent companion to the Pathfinder RPG Core Rule Book. The Core Rulebook combines all the rules you used to find in the old D&D 3.5 Player’s Handbook and Dungeon Master’s Guide into one book, but there was much more ground to cover, especially for the Game Master. Enter the GameMastery Guide, full of advice, ideas and rules for new and experienced Game Masters alike!

What to learn more? Read on…

→ Continue

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Mystara, how do I love thee? Let me count the ways!

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Category : Just my two cents, Legacy D&D, Microlite Games, Other Systems, RPG

A recent post by fellow blogger and friend Daniel Pérez about his love for the Forgotten Realms got me thinking about my favorite campaign setting. The D&D Known World, better known as Mystara.

I first discovered this wonderful world in the D&D Expert Set with paragraph long descriptions of the town of Threshold, Karameikos and the Black Eagle Barony used as examples of what a campaign setting could be like. To me that became the default setting for my Dungeons and Dragons games, when the first D&D Gazetteer came out I had to get it! Even when I switched over to AD&D I kept playing in the D&D Known World until I developed my own campaign setting.

I am a confessed home brewer (campaigns, not beer) but despite playing mostly my campaign this is one campaign I’ve stuck to through thick and thin, and I have an almost complete collection of all materials published for it. But this was not always so. I got most of the Gazetteers as they came out but I eventually lapsed and missed a couple of them. What rekindled my love with Mystara was The Voyage of the Princess Ark, an excellent series written by Bruce Heard published in Dragon Magazine from issues 153 to 188. I remember the first installment; it featured the map of the D&D Known World from the D&D Master Set and proclaimed it was wrong, wrong, wrong!

It chronicled the adventures of the Alphatian Skyship under the command of Haldemar of Haaken as it travelled to the unknown regions of Mystara. It rekindled my interest in the campaign and had me going back to re-read the old Gazetteers and purchased the ones I had missed. I was especially fond of the boxed set Dawn of Empires which detailed the warring empires of Thyatia and Alphatia; I must have read that boxed set well over ten times.

Since the original Gazetteers were written for the D&D rule set (when there was a distinction between D&D and AD&D) they were full of additional rules and ideas for the system. Many were divided into a Player Section that covered what a player would know about the region, and a longer much more detailed DM section.

The Known Worlds is a strange mishmash of nations inspired by real world cultures, placed together in a map that makes little geological or cultural sense, but the writers managed to hammer out a fun world of high fantasy and high magic. It has so many opportunities for adventure and so many great products were produced for the line; the Hollow World was amazing, The Wrath of the Immortal boxed set was a world shattering campaign, and the exploration of the world, its history and cosmology through the Voyage of the Princess Ark articles made me a fan for life.

On my search for a complete set of Gazetteers I was only missing the eight one, The Five Shires, written by Ed Greenwood. This was back in the early 90s and I contacted every RPG catalog I could find, and even called TSR directly to try and get a copy. I was unsuccessful, until I managed to get my hands on a used copy in the 1998, ten years after it was published.

The setting eventually was converted into the AD&D 2nd edition rules and officially rebranded Mystara. The products came out during a time when TSR was producing multimedia boxed sets with CDs containing adventures and audio clips, but except for the Monstrous Compendium Appendix which I loved, the 2nd edition Mystara products were never as fun for me as the original Gazetteers.

The Voyage of the Princess Ark spawned a Boxed Set called Champions of Mystara that summarized some of the information from the articles, and had some cool maps, but lost some of the magic of the monthly adventure. The skyship eventually travelled to a region of the Known World that was presented in the Red Steel/Savage Coast product line which I was not particularly fond of, but still own (hey I am a completist at heart). Some of the Red Steel content used to be available for download online, but Wizards apparently took them down!

Even is Mystara did not transition into newer editions there is a committed online community dedicated to everything Mystara, Vaults of Pandius, with great maps, information and even some conversions for the Known World.

I have not run my definitive Mystara campaign yet, the last time I visited Karameikos I was running an all thieves campaign (as rogues were known back in the olden days of AD&D), they had double crossed one ally too many and the fury of Duke Stephan Karameikos and the thieves guild of Specularum had been unleashed upon the band of resourceful rogues. I’ll go back and play in Mystara again; I believe Microlite20 or the Basic Fantasy RPG would be a great fit for my return there. See you on Threshold!

PS – This post is dedicated to my friend and fellow DM Mario, the Master of the Game, and his players in Cayey, who never gave up on the Known World and still play in their very own version of Mystara!

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Growing the Hobby: The Horticulturist Way!

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Category : Advice, Blogging, Just my two cents, RPG, Random musings

Mad Brew Labs is hosting this month’s RPG Blog Carnival and the topic is an interesting one, how to help the growth of the hobby? This is a topic I’m very interested in since over the last year I’ve tried to take an active role in the gaming community where I live.

I think the best thing we as individuals can do to help the hobby grow is take a cue from horticulturists, we need to prep the soil and help new plants grow, that means getting more people to play, be they lapsed players who’ve drifted away from the hobby or new people interested in role playing games. But how do we do this?

First of all I think it’s a matter of communication, getting in touch with other fellow fans, people who’ve heard about games and want to learn more about them. The internet is the obvious answer but I think we need to explore beyond the traditional places where we communicate. Company forums, established RPG communities are good, but the people you meet there are already hobbyist; I really believe we need to reach out. Social media networks like Facebook or Twitter are a great place to tell people about your hobby and invite them to play. Some people who use these web services may be casual fans unaware of more specialized sites and establishing a conversation may be the first step in getting them to play.

If you are lucky enough to have local stores that carry games, be it a comic story, a hobby shop or a large chain bookstore, this is an excellent place meet other role players. I see teens in Borders looking over the books and I try to strike up a conversation, ask then what they play, where they play. If they are interested in playing I want to see how I can help to get them to play, which brings me to my next point…

If you want to see the hobby grow, then you need to play with more people! This may sound like a no-brainer, and your experience may be different form mine, but ask yourself, when was the last time you played with new players? I play a regular weekly game with a very stable group so we rarely have the opportunity of having new players join us. And my gaming time is limited so I can’t really plan more games regularly. What I’ve tried to do is plan special activities through the group we’ve created in Facebook and have activities were players can get together, meet, get to know each other and hopefully establish new gaming groups. Also the group has organized demonstrations at local mini-conventions were we offer to teach people how to play. There is no greater satisfaction than seeing a new player roll dice for the first time.

We need to encourage people to play and give them the tools to do so. Forget about which system you play or which game you think is more or less balanced. Leave behind preconceptions and grudges and teach someone how to play! They will thank you for it…

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What about SORD? A (short) review…

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Category : Just my two cents, News, Reviews & Culture, Pathfinder, RPG, Reviews & First Looks

Some days ago I wrote about game master screens and readers correctly pointed out that even if I don’t use a traditional screen, when I use my laptop in the game the computer serves the same purpose as the screen. Think of it as my electronic game master screen! Behind this screen I keep my campaign notes on Excel, PDF copies of several documents, maps and the Pathfinder SRD. Now I have a new toy for this motley collection of tools, the crowning jewel, SORD.

SORD stands for System Operational Reference Document, a tool for the Pathfinder RPG. This is not your brother’s SRD; it’s not an SRD at all. It is an extensively hyperlinked summary of essential rules, mostly presented in just one page per relevant topic.

While the promotion from Myth Merchant Press emphasizes that SORD will speed up your combat (and it will), it does so much more. SORD clarifies rules, summarizes long or difficult rules and references weapons stats and features, skills and other details that frequently require looking it up in the book.

SORD should reduce looking up rules in the book, except in the case of spell descriptions. The document works excellent as a print out, I had the previous version by Myth Merchant Press for the Pathfinder Beta rules and my players made great use of it. But where the document really shines is in electronic format, keywords and concepts are hyperlinked and the document makes extensive us of layers that allow you to turn things on and off, such as page references to the rulebook.

This past week was my first session using SORD in the game, I’ve been using the online Pathfinder SRD extensively, but this week I looked up rules in the SORD and only referenced the SRD for monsters and spells.

I love my SORD; count me as a happy customer!

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