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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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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Are mini-campaigns the solution?

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Category : Advice, Ask The Readers, RPG, Random musings

Recursive Gaming Back in the day, when we were still young and had too much time on our hands, we played in long campaigns, sometimes even spanning years. But in recent years I haven’t finished any campaign properly. Either we lost interest in the game or the group dissolved before the campaign has reached a satisfactory conclusion.

Don’t get me wrong, we still have a lot of fun, but as a GM I still feel I should try to bring a campaign to a proper end. But I am actually my own worst enemy here, because I love to try out new things. One of the reasons why we haven’t finished any campaign properly was because of me convincing my players to try something new while we haven’t finished the old campaign first.

So I finally sat down and pondered the whole situation. After some consideration, I think the best is to just quit all half-finished campaigns for good. After that I want to start something new. Instead of starting an epic campaign or just another one-shot, I’ll prepare a mini-campaign that should last for a couple of sessions. I am not sure how many sessions are actually needed, but perhaps some of you has some sound advice. This way, we can relatively easy try out new things but still get to finish a story arc.

I really hope this might be a way to make things even more enjoyable for me and my roleplaying buddies, but I am not sure if this really works. I think I’ll just have to give it a try.

14 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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The one RPG I wholeheartedly recommend to any gamer is …

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Category : Ask The Readers, Other Systems, RPG, Random musings, Savage Worlds

In my case it’s Savage Worlds. Savage Worlds is a generic roleplaying game that allows you to run games in any genre, the rules are easy to learn but have a certain complexity that will not disappoint more tactically-minded players. In fact Savage Worlds can easily be used as miniature strategy game, or you can play it without any miniatures at all.

The latest version of the rules is the Savage Worlds Explorers Edition, a 160-paged digest-sized book which contains everything you need to run a game in almost any genre. Everything else is just optional. Basically you can run endless campaigns using just this book.

And what amazes me the most is that this great game sets you back mere $10 for a full-color paperback book! That’s another reason why anyone should give it a chance.

What is the game you would recommend to your fellow gamers? As always I am very interested in your thoughts, so please post your comments below!

11 people like this post.

What’s in a name?

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Category : Advice, Fluff/Inspiration, Freebies, Humor, RPG, RPG tools, Random musings

I’ll admit it, naming non-player characters and places in role playing game is HARD! If you are not careful you’ll end up with names your players will make fun of for years to come. The noble and serious NPCs that will be the key to the plot will not be remembered for his generosity or secret knowledge, but for being called Uacs Oftin.

Ok that may be a little exaggerated, but I’ve had real experiences. When naming settlements in a map, never do it late at night, you’ll end up with a town called Unoc. Whenever my players saw the name on the map they asked “Where are Doc, Trec and Cuatroc?” (That’s pretty basic Spanish but just in case, that’s a play on the numbers uno=one, dos=two, tres=three, and so on… Hilarious I know). Sadly that same map had a nearby town called Scret, dangerously close to escreta. Having a town name shit, well that pretty much sets an expectation right there. And well the list of NPCs with funny names is long…

I can hear the advice “Well Roberto, don’t name places or NPCs on the spot, do it ahead of time…”To what I say, that’s all well and good but I like a little improvisation, I like to keep things fluid and sometimes you must name an NPC on the spot and you better be ready for it. So here are a few tools and short cuts I use…

The Everchanging Book of Names, this is a handy dandy name generator that allows you to generate one name, or lists of names, from real world cultures to popular campaign worlds and fiction. You can print out lists ahead of time to use while you play or, if you use your computer while gaming just keep the program running and open it up when you need a new name. The names it generates are all fantasy names so you need other tools for different genres.

To create consistency and plausibility I try to select names of certain cultures or places in my campaign world from specific real world cultures, so baby names websites are very useful, like Baby Names and Baby Hold, which allow you to search by letter and cultures.

If you play sci-fi games there are sci-fi name generators on the Internet, but many generate funny versions of your name for specific settings, which sorts of defeats the purpose. There is a Star Wars Galaxies name generator for the races available in that MMO. This sci-fi name generator allows you to generate names for Star Trek, Star Wars, and Firefly, or generic names for aliens, locations, and planets. All in all a great resource!

For modern games naming should be easy, just look at the TV, pick up a newspaper or simply look online. Wikipedia’s list of most common names by region is useful when you need that foreign spy to have the right sounding name.

I’m not a fan of random superhero names; to me it seems their names convey so much of what they are, that leaving it to chance is just wrong. But when you absolutely must name a hero or villain on the spot, well there is Seventh Sanctum. That website has all sorts of generator, from the names of Mecha, Organizations, to Anime Powers.

Those are just a few of the tools available out there, this barely scratches the surface. I’d love to know, what tools, generators or lists do you use for your games?

3 people like this post.
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