Fudge was written by Steffan O’Sullivan and is published by Grey Ghost Press, Inc. The game is best characterized by its flexibility. Virtually all aspects of Fudge can be customized. The game master has a couple of choices on what dice to roll in conflicts, and can even elect to go completely diceless. He also selects the genre in which the game will be played out (along with its setting) and chooses what attributes are appropriate for characters. The game text helps out in these endeavors by providing a plethora of possibilities. In the end, Fudge turns out to be more of a role-playing game toolkit than a pre-defined game. It is a framework onto which customized mechanics can be grafted. That might be great for game masters who enjoy tailoring systems to their own needs, but it could be inconvenient for anyone looking for something concrete that doesn’t require a lot of thought before play begins.
Dice Pool, Flaw, Game Master, Gift, Point-Spend Attribute, Generalized Contest, Random Attribute (optional), Rank, Template, Trait (Fudge calls them “skills,” but they aren’t pre-defined)
Fudge gauges have textual values which are often associated with numbers when used in conflicts: “Terrible” (-3), “Poor” (-2), “Mediocre” (-1), “Fair” (0), “Good” (+1), “Great” (+2), “Superb” (+3), and (sometimes) “Legendary” (+4). These textual values are used to describe one individual’s characteristics in comparison to others of his “scale.” So, humans would be rated on their own scale, while anthropomorphic bugs would be rated on their own scale. If a character of one scale conflicts with a character of another scale, then adjustments for scale must be taken into account. So, a human with “Mediocre” strength could out-lift a grasshopper of “Legendary” strength because the insect scale factor for strength would be more than 6 points less than the human scale factor. The point of the scaling factors is to make the vernacular and comparisons of similar character types easy, since most stories involve interactions between characters of a like nature.
The components that make up Fudge characters are so flexible that there really are not any attributes consistent from one game master to the next, although those that are used are assigned textual values as described above. The only gauges that even come close to being universal are “Damage Capacity” and “Wound Level.” Damage Capacity has the effect of reducing the effects of wounds while Wound Level acts as both a form of Hit Points and a Trauma Gauge. And, even these characteristics can be dropped or radically modified if desired. The standard use for Damage Capacity is to subtract its associated numerical value from any delivered damage. Wound Levels are rated as “Just a scratch,” “Hurt,” “Very Hurt,” “Incapacitated,” “Near Death,” and “Dead.”
One interesting option for handling Wound Levels splits out the various wound rating values out into gauges of their own, each of which is associated with its own detrimental effects. So, Just a Scratch becomes a gauge, Hurt becomes another, and so on. Each of these gauges is assigned a maximum value, and any damage that exceeds that maximum spills over into the next higher wound gauge. For example, the Just a Scratch gauge may have a maximum of 3. So, the character can sustain 3 scratches and these would be used to increase the value of the Just a Scratch gauge. However, the 4th scratch would overflow the capacity of the Just a Scratch gauge, causing the scratch to spill over into the Hurt gauge. The Hurt gauge, in turn, might have a maximum of 2. So, if the character takes more than 2 Hurt wounds, they would spill over into the Very Hurt gauge, and so on. One interesting feature of this technique is that a character may sustain a single Very Hurt wound and suffer the consequences of that injury but have no Just a Scratch or Hurt wounds at all.
Fudge provides a few suggestions on how characters should be generated:
Fudge encourages game masters to consider giving their players a resource known as “Fudge Points”. Fudge Points can be spent to modify dice rolls, lower the severity of wounds, and introduce convenient facts into the storyline. In essence, Fudge Points provide a means to give players other than the game master some authorial control over the game world independent of their characters.
At its most basic level, Fudge resolves contests by comparing values derived from character gauge values (such as attributes or skills), dice rolls, and other factors. How those derived values are determined varies from one Fudge group to the next, since Fudge strives to remain imminently customizable. The text does provide some suggestions on how to resolve conflicts, though.
First, a value is generated in some way. Some of the suggested techniques are
However the augmenting value is generated, add it to the numerical value associated with the characteristic that is most pertinent to the task at hand, be it the character’s “Strength,” his “Great Sword” skill, or whatever. This results in a final value to compare against an opposing value.
For actions against opponents, the opposing value is generated in the same way, using that character’s most pertinent gauge value. For unopposed actions, the game master sets the difficulty level that must be overcome. The difference between the two final values is known as the “relative degree.” Damage is determined by adding the winner’s “relative degree” to his “Offensive Damage Factor” and then subtracting the opponent’s “Defensive Damage Factor.” The “Offensive Damage Factor” incorporates the character’s strength, the type of weapon, and scale. The “Defensive Damage Factor” incorporates the defender’s “Damage Capacity,” armor, and scale. The resulting damage value is converted into a wound level by a table lookup.
True to form, Fudge gives the game master several options on how to order character actions in extended conflicts:
Fudge just wouldn’t be Fudge if it provided only one way to reward players. Some of the possibilities it suggests are
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