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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Fantasy Craft Giveaway!

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Category : Contest, Fantasy Craft, Other Systems, RPG

To celebrate yesterdays’ release of the PDF version of “Time of High Adventure” by Crafty Games, we give away one copy of the Fantasy Craft 2nd printing PDF today! As with all our PDF giveaways in the past, you need to have an account at DriveThruRPG/RPGNow in order to participate. But this should be a minor hurdle, if you ask me.

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So, what do you have to do to get your hands on a copy of Fantasy Craft? That’s extremely easy this time. Just leave a comment under this post. That’s all. I will randomly pick a winner tomorrow at noon GMT+2 (German time). It would be nice if you write about why you’re interested in Fantasy Craft in the first place.

P.S.: To avoid possible confusion, please note that the prize for the giveaway contest is Fantasy Craft, not Time of High Adventure!

9 people like this post.

Come to me my jungle friends!

Category : Advice, Fluff/Inspiration, Improve Your Game, Legacy D&D, Pathfinder, RPG, Random musings

Recent events in my life have me thinking about pets. Be they familiars, animal companions or summoned animals, whatever way your system of choice calls them, why do we feel the urge to have pets in our games? I can see why… The joy and happiness they bring into our real lives is one we want to recreate in the game as well. Or maybe we are just looking for a way to inflict more damage during combat. It’s a toss up, I’ll admit it.

Looking back I don’t think I’ve ever run a game where there was not at least one animal, either a pet, familiar, or simply a beloved steed or pack animal. In AD&D 1st edition at one point my players all decided to get pets, I remember the ranger with his pet iguana the most. In AD&D 2nd edition I had a player who loved wolves and always wanted his characters to have a trained wolf no matter which character he played. In D&D 3rd edition where the rules for the animal companions and familiars were codified with grater detail, characters enjoyed the mechanical benefits of said companions in the game. I fondly recall the Dwarf Druid with his wolf animal companion and all the command words he made up. It was an integral part of his role playing.

Animals in my campaigns have also met with some terrible fates. There is a running joke among my players that no horse survives long in my table. Although I’ve broken the tradition, for the longest time horses died like flies in my games. One time players spent a whole session acquiring horses with special qualities, named them, equipped them, only to tie them to a tree outside the dungeon and go in! Needless to say when they came back there was no sign of the horses.

Currently in our Pathfinder game a player created a Summoner from the Pathfinder RPG Advanced Players Guide. This class has a special companion called an Eidolon and the player has gone into great detail about the creature, its personality, making sure it is an integral part of just who his character is, a detail I am not soon to forget.

Of course, for every memorable animal in a campaign, there have been familiars that seem to be forgotten until needed, like Vaarsuvius’ familiar in the Order of the Stick. They are there, in the periphery, and only come into play when the player or game master remembers them. Systems that mechanize the rules for animals as allies for players add an incentive for the player to handle and remember the rules for their pets. In the instances of memorable animals in my campaigns the players have been critical in making sure the animal just doesn’t fade into obscurity.

But as a Game Master it is also my responsibility to maintain a sense of realism, to present to the players a believable world that contains all elements, including their pets. Here are some tips to help you achieve this:

  • I keep NPC lists to make sure I don’t forget anyone. Especially lists of recurring NPCs or NPCs that travel with the group. Always make sure to write down the name, species and a short description of pets there as well, that way when you review the NPCs for the next session you don’t forget them.
  • If you don’t like to keep lists of NPCs, I’m pretty sure you at least keep notes about the player characters. If so make sure you write the name of the pet along with the name of the character that way you’ll associate one with the other, eventually the pairing will become second nature.
  • If you are more visual, consider giving the player a visual cue that will remind you of the animal. A picture he or she needs to keep close, a plush version of the animal or even a toy. That way you’ll both be constantly reminded of the pet.
  • Make sure you include the animal in your descriptions, cement its existence in the player’s minds. Describe the smell, the behavior, real animals are easy to portray if you watch Animal Planet or after a quick search online. Fantastic animals are even better, you can make up details such as diet and behaviors, making it seem real! Remember an animal needs care; be sure to mention to the player the time spent doing this. Try to include the animal in at least one description during every game.

These are all simple solutions that when used can make that animal accompanying your player’s character that much more real. I hope they are useful and help keep those poor animals from vanishing into thin air!

PS – This last bit is purely personal so feel free to skip it and move on to the next post, I assure you it will be more interesting that this!

Allow me to take a moment to dedicate this post to Akira, my faithful animal companion for 17 years. She recently failed her saving throw and is no longer with me. I’ll miss her immensely, but it was her time. She left me with two other pets, Lula the dog and Morphy the cat, which also miss her. She can’t be replaced but she’ll always be remembered!

PS 2 – In case you didn’t get it, the title for the post and accompanying image, come from that unforgettable movie classic Ace Ventura: Pet Detective.

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Review: Lone Wolf Multiplayer Game Book and Heroes of Magnamund

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Category : News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks

Lone Wolf I still have very fond memories of the Lone Wolf game books I lent from my friend Sven back when we were still in school. The Lone Wolf books focus on the world of Magnamund, where  the forces of good and evil fighting over control. The protagonist is Lone Wolf, the last member of the Kai Lords, a caste of warrior monks. Since it’s a game book the player is in control of Lone Wolf’s actions. That is you can regularly make decisions on what to do, which changes the story and the outcome of the book.

The system (if you would call it such) was extremely easy and involved rolls with a d10 to determine if certain actions were successful or not. Most players probably used the Random Number Table provided in the book to generate random number, but you could also easily use a ten-sided die to do the same.

Recently Mongoose Publishing has released a game that surprised me a lot. It’s called “Lone Wolf Multiplayer Game Book” and is written by Matthew Sprange and Joe Dever, author of the original game books. The 114-paged book is a true pen & paper roleplaying game using the simple rules from the game book for tabletop gaming. Although this sounds like a crackpot idea at first, especially new players and fans of rules-lite systems will love it.

As in the original game book series, you play one of the Kai Lords. Each character has a Combat Skill and Endurance value which are used in combat, a couple of Kai Disciplines (like “Mind over Matter”, “Animal Kinship”, or Weaponskill), up to two weapons and up to eight miscellaneous items and that’s it. As I mentioned before, the system is as barebones as it gets.

In combat the combat skills of your character and your opponent are compared and you roll on the Combat Ratio chart to determine how many Endurance you and your opponent lose. Doing other tests usually involves rolling a d10, is your roll result higher than a set Difficulty by the GM you succeed.

The Gamemaster section of the book does a good job explaining what a GM does and also contains a list of monsters for the players to fight. The book also contains a quite detailed description of the history of Magnamund, and some details about the world including a map. The background definitely isn’t as deep and complex as many other campaign settings, but especially if you loved the game books back in the day, you probably won’t mind. I have to admit I picked up that game mainly because I had nostalgic feelings toward the series.

The layout is clean although I would have preferred a more classic two-columned layout. Both cover artwork and the interior illustrations are of a good quality although not really overwhelming. The look reminded me a lot of the game books itself and I am sure this was intended.

All in all the Lone Wolf Multiplayer Game Book is an interesting game which should appeal to most fans of the original series and people who want to give roleplaying a try without having to bother with complex rules. The book contains everything players and GMs need to run a game set into the world of Magnamund although only Kai Lord characters are playable using the core book.

Heroes of Magnamund Here’s where the supplement “Heroes of Magnamund” comes into play. The 148-paged book introduces a couple of new character classes including the Border Ranger of the North, the Dwarven Gunner of Bor or the Knight of the White Mountain.

Every class has a list of special abilities much like the Kai Disciplines, get’s to choose from several sets of starting equipment and comes with several pages of description of the class. The book also provides a character sheet for every class. The new classes add a lot of depth to the game and the world without adding too many new rules. The list of classes is also varied enough, so that everyone should find a character he wants to play.

Heroes of Magnamund also provides new weapons, armor and equipment. I wholeheartedly recommend anyone to pick up Heroes of Magnamund if he already enjoys the core game because it adds a whole plethora of new options for players.

Even if you are not interested in using the rules provided in the Lone Wolf Multiplayer Game Book you can easily use the information in those two books to run a Magnamund campaign in the game of your choice. I am sure a Savage Worlds conversion for example should be very easy to do.

Together with the supplement Heroes of Magnamund, the Lone Wolf Multiplayer Game Book is a valid alternative to other rules-lite fantasy games. Especially if you’re a fan of the original game book series, you should give this game a chance. You won’t be disappointed. Both books are available in print and as digital downloads. The PDFs set you back $11.99 each and are available from DriveThruRPG.

Please note that this review is based on reading through the PDF versions of the both books. My copy of Heroes of Magnamund has been provided by the publisher.

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Check out these WR&M reviews!

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Category : News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks, WR&M

Recently a few more reviews of WR&M have been released. The first has been written by Ina Vegt of the “Tales of the Swampwitch’s Adventures” blog. Some while ago she already reviewed the 4-paged version of the game and now she picked up the revised version to give it another look. Here’s an excerpt from her review:

All in all, this is an improvement over the old version of WR&M, but the new things aren’t really ground shaking, and the differences are minor. It’s free, so if you enjoy WR&M, or think you might enjoy it, you should pick it up.

The second one has been written by Will Hopkins of Creatively Anomalous. His support and comments to WR&M actually helped me a lot when I was working on the revised edition. He also included “From the Imperial Forges” in his review. Here’s what he has to say about the game:

At the astonishing price of $0, you can’t afford not to pick up both WR&M and From the Imperial ForgesWR&M makes a great game for experienced and new roleplayers alike, and there is something attractive about the DIY nature of the game.  It’s certainly a polished product, but it still feels like something a bunch of friends cooked up together.  I can’t give a much higher recommendation than that.

Thanks for the reviews, Ina and Will!

8 people like this post.

There is no spoon … eh … OSR

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Category : Legacy D&D, Other Systems, RPG, Random musings, Swords & Wizardry

There is no spoon! Don’t get me wrong, I don’t want to prove that there’s no renewed interest in older editions of D&D and other games, but I want to share my thoughts on the perception of that phenomenon.

Recently there was some more discussion about the OSR on Twitter and on various blogs. The whole drama was started when someone discovered a quite unfortunate blurb on the Frog God Games site.

I don’t want to repeat what the whole hubbub’s about, you’ll easily find out when using Google or checking your favorite old-school blogs. But again people started to muse about the state the “OSR” is in, as if it were a single entity – which it isn’t. There are a lot of people interested in old-school gaming (whatever this may be for each of these persons) and some of them think of themselves as members of the Old-School Revivial (or Revolution) movement. But there’s no single organization uniting all these gamers. Basically everyone fends for himself.

There probably still is TARGA, which tried to be an umbrella organization for all things old-school, but it’s definitely not speaking for all old-school advocates, not even the majority. And they had a fair amount of drama on their own turf as well. Go figure…

When fans of D&D 4th Edition praise their own community for its unity they forget that a) that there is no single “OSR” community and b) the old-school movement is about a lot of different D&D editions and even other games as well, not just one. It’s much easier to be a united group if you can decide on just one game to venerate. ;)

My advice is to remember that when you deal with something old-school you’re not facing a tight-knit community but a bunch of individuals who merely like older editions of D&D. It’s not an OSR scandal or something, it’s just the opinion of individuals.

Now let’s move on, there’s nothing more to see here.

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