Showing posts with label Fudge. Show all posts
Showing posts with label Fudge. Show all posts

Saturday, January 14, 2023

Release The SRDs!

With everything going on in open gaming in tabletop RPGs right now, I have decided that I am going to release SRDs (system reference documents) for a couple of systems based on the Fudge role-playing game, to which I have the rights. I will be calling these the Crasher and Quest SRDs/systems. They will be derived from two game systems to which I own the rights. More details will be forthcoming, but the plan is to release each of these SRDs first under a Creative Commons license, and then probably eventually under the new ORC gaming license that is being developed. More to come!

Saturday, June 22, 2013

How The Live Action Gatchaman Trailer Leads To Thinking About Game Design

My love for Gatchaman is pretty well known. I've loved the idea since I watched Battle of the Planets as a kid with my little brother. Back in the day, Gold Key even did a comic based on the American version of the cartoon. We had a couple of issues of it back then. Now, there's been a live action movie made of Gatchaman in Japan. By all that is holy I hope that there is an English translation.


Along with Speed Racer, this has always remained one of my favorite anime series since I was a kid. These are also the two properties that I would most love to design official tabletop RPGs for. However, don't be surprised if Gatchaman or Speed Racer sneaks into my new edition for HeartQuest. These guys may have to sneak into 4C Space. I already have an idea for one Earth-based group that deals with aliens. Adding Science Ninjas would make the sneaking even easier.

This is a great trailer. Watch it over and over.

The things that can inspire us as game designers are many and varied. The trick is to retexture them in such a way that they are new and fresh, while still having a nod to the originals. That can be a thin line to tread a lot of the time, and it isn't always successful. Some say that there really aren't many original ideas anymore. This is probably true, but there are ways to present things that are new, or at least new to you. I think that a game designer should have their own unique viewpoint that they stamp on things, so even if you are just doing a knock off of someone else's creations you can still do it in a way that makes things look new. Developing that viewpoint is what can be difficult.

Designers should look outside of the comfort of what they would want to do in their everyday life. Look for new books, new movies, new music, new voices that speak of different perspectives that will enrich what has already formed your worldview. A lot of designers and gamers are anti-anime, so taking a concept like that from Gatchaman and turning it inside out, so that it doesn't look like anime to the unbelievers, can take some work. Look at the characters from a horror viewpoint, and turn them into occult investigators. Make the giant monsters into something summoned by unscrupulous necromancers. There are many ways to take something old and turn it into something new.

This is how game designers should be thinking, always outside of the box. Look beyond the fantasy novels, and mouldering books of the Appendix N, and make your fantasy worlds something different. Look into the science fiction of other nations, cultures who might not speak English, for clues as to how to take your own ideas into new directions. There's a big world out there, just outside of the zone of what we may normally read or watch...embrace it.

Thursday, April 25, 2013

Steffan O'Sullivan's VG (Very Good) Fudge

I was looking for some source files on the Fudge RPG system and, as I usually do when I want to go to the source I checked out Steffan O'Sullivan's (mostly dead and infrequently updated) Fudge Page. While nosing around I found a page that I had never noticed before...a link to something called VG Fudge. It was a very simple variant that SOS came up with for the game, and all that it did was change the Adjective ladder. If you go to the linked page, SOS explains some of his reasoning for making this change...reasoning that I think makes a whole lot of sense.
It's easy to state the change - it's very minor in appearance, though fairly major in application. To put it briefly, in my GMing, I've changed the standard Fudge word ladder to:
  • Superb
  • Great
  • Very Good
  • Good
  • Fair
  • Mediocre
  • Poor
That's it. No other major changes. Still seven levels, still easy to remember, still easy to know which is better or worse than any other level.
This was posted in 2011 (which shows how long it has been since I looked seriously at Steffan's website).

He added a level in between Good and Great (hence the "Very Good" name) and took out Terrible as a level. That may not seem like a lot but to someone who has played and GMed Fudge for a long time...that's a pretty big change. Personally, I think that removing Terrible is a much bigger change to the ladder than adding another "positive" level. taking away Terrible decreases, to me at least, the chances of a truly bad result during task resolution and coupled with the addition of the Very Good level (which I admit isn't the best of names) if really brings Fudge games to a whole new (pardon the pun) level. It adds a bit more granularity to the system, which I think is a welcome change to the game and its rules.

I will likely adopt this ladder in my Fudge-based games, although I think that I would probably rename Very Good into something that sounds better. Excellent, maybe? Play with it, and I think that you might find it interesting, too.

Friday, March 08, 2013

Fudge ASCB: Fantasy, Part I

Yesterday I put up the SRD page for Fudge: ASCB. As I said, periodically I'm going to put up notes and ideas for Fudge-based things on here, and that will be my baseline.

Fantasy is a cornerstone of our gaming, and it is something that I have thought about a lot. Most of my ideas have revolved around trying to smoosh D&D into a Fudge paradigm, and that just doesn't work. There is a Fudge build for fantasy (it originally appeared in the Fudge Expanded Edition rules put out by Grey Ghost, but it is derived by Steffan O'Sullivan's 5-Point Fudge variant). I like it, but I want something a bit lighter and less traditional.

This is obviously going to be more than one post, and while I'm not going to shove D&D into a Fudge hack, I am going to convert some D&D materials over. That's the fun part of Fudge and d20 both being released under the OGL, I can move monsters and spells back and forth.

If you haven't looked at the Fudge: ASCB page yet, you might want to now. The terminology will make more sense.

Aptitudes
What D&D calls classes (Fighter, Thief, Magic-User, Cleric, etc.) we will use what ASCB called Aptitudes. These aptitudes will handle the basics of what classes do in broad strokes. A Fighter fighting. A Thief stealing. A Magic-user using magic. A Cleric smiting divinely. The broadest applications of these things will be your character's aptitudes. These are ranked on the standard Fudge attribute ladder. There will be more than the basic four, because otherwise it will be hard to make characters look different. I think Bard will be needed. Outside of that....I don't entirely know yet. I still don't want a straight up D&D knockoff. We've already got D&D and it does what it does just fine.

Specialties
These are like aptitudes, but more specific and they help clarify the exact abilities that your aptitude gives you. They also help set apart characters, so that one character who has the Fighter/Cleric combination of aptitudes can look different from another one. They are player defined, so that will take care of most of that, but I do want samples. Combat maneuvers, for example. I think my posts on Old School Clerics and Fighters will help with making some predetermined Specialties.

Cultures
This is an easy one. Basically what other games call races will be cultures in this hack. The nice thing about that is that it is also easy to make Cultures into cultures if you're interested in a more human-centric game, like something inspired by REH. But for most, Elves and Dwarves and all of those things will fit neatly into a Culture.

Backgrounds
This represents your character's  place within their culture. In many cases it is an occupation, or something like that, but in the case of this hack I am going to imagine it as who your character was before they started on the adventuring lifestyle.

There will be other things, of course, like magic to worry about, but I already have some ideas on that. I am looking forward to fleshing out some of these ideas here on the blog.

Thursday, March 07, 2013

Tomorrow: The New G+ Hangout Campaign

We started a new game this week. We have had a lot of fun with our Swords & Wizardry games over the last few months, but we decided that it was time for a change of system and genre for a bit. As most people who know me know, I am a big fan of the Fudge RPG, so after a few false starts that is what I pitched to the group. We're using a variant called ASCB for the characters, with a few embellishments on my part.

We made characters:
We also started to flesh out the connections of the various characters.

We aren't sure yet how long this campaign is going to go, but we are definitely in for an interesting ride.

Friday, August 03, 2012

Dorkland! Roundtable with Jacob Wood

I talked with Jacob Wood of Accessible Games about his upcoming game Psi-Punk (currently going through it's Kickstarter). As of the time of this posting, he is at 34% of his goal for his Kickstarter. I like the Fudge system, and I like cyberpunk stuff, so this is a Kickstarter that I endorse and think that you should check out and put your money into.

This is the video of the Roundtable with Jacob:


In addition to talking about his Kickstarter, we had a very interesting and enlightening discussion about issues of accessibility for handicapped people in gaming. Jacob talked about issues that he has with commercial PDFs and the problems that he often has with them in reading software for the blind. I learned some important things about accessibility, I think. Jacob also discusses accessibility issues at his blog and reviews materials on the basis of its accessibility for handicapped gamers. Really, some good stuff.

Like I said at the top of this post, I hope that you check the link to his Kickstarter and show it some love.