Article View: rec.games.design
Article #522FUDGE Evolution
From: Peter F. Delaney
Date: Fri, 11 Dec 1992 19:36
Date: Fri, 11 Dec 1992 19:36
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Steffan, > I'm afraid if you > have problems with it, FUDGE isn't going to be for you - freeform > means not having to worry about little details like that. Well, I think it is sort of for me - but my individual mileage will vary. As I've said before, Unsystem has some things in common with FUDGE. We handle skills in a very similar way (although skill resolution with UNS is somewhat more complex, big surprise there, ehi?). Like FUDGE, the game is not overly concerned with points. In fact, the more I looked at it, the more I considered that UNS looks like FUDGE with muscles on it. I've been considering for a while what it means to have a simple vs. a detailed game. A simple game system seems almost to be a prototype for a detailed one - sort of an outline. Simple game systems easily tailor themselves to experienced GM's, who have their own precedents for resolving actions. Novices do not have the set of precedents they need to run these games, however. Detailed games, on the other hand, add precedents *for* the GM. This will feel restrictive to experienced GM's, who will be tempted to do rules hacks to make the game conform more to how they think it should run. The second major problem with a detailed system is that the complexity leads to abusability. GURPS suffers badly from this. Although I know people who claim that the abusability problem is "solved" by having players who don't abuse, I can't remember the last time I saw a "good" player who didn't have a high IQ and DX in GURPS. Contrary to popular belief, a detailed system is least likely to be abused by people who are *not* familiar with it. The problem is that if you get too simple, you have no precedents at all. FUDGE seems to suffer from this. A few times you've told people who disapproved of this simplicity that maybe "FUDGE isn't for them" - as I said before, you might instead want to tell them their individual mileage may vary. Fleshing out FUDGE is a great way to build a system! Here we have at our disposal a tool to build a working game system complete with precedents! Individual GM's should be encouraged to write down their judgement calls for their own personal campaigns (*not* for the core rules, of course). The precedents are important to players as well as GM's. I ran a system with "invisible" mechanics once called "the Multiverse". The plot was sort of a Riverworld take-off. You were allowed to play anyone at all, real or fictitious. Character design involved giving yourself a bunch of skills (not picked from any list) and rating them Poor, Fair, Good, Excellent, or Superb, and sending me a character history. The problem was, since no one knew the mechanics (i.e. no precedents) there was no easy way for them to judge how likely they were to succeed at an action. This problem goes away with sufficient play, but early on players were very hesitant. In a detailed game, you may even be able to work out the percentage chance of your success. In my mind, that is a bad thing, but it is nice to have some idea how things will work *before* you try them. These adventurer types are supposed to know about this stuff already. So to sum up, FUDGE as it is could be run just like you said. But it is also extremely useful as a design base for those who want a more complex system. . Pe+eR Delaney, CMU, Pittburgh, PA ... Compuserve: 73750,3667 Internet: blackclove+@cmu.edu ... Local: pd1x "I do not question our existence, I only question our modern needs." -Pearl Jam
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Organization: Junior, Mathematics, Carnegie Mellon, Pittsburgh, PA Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!caen!batcomputer!cornell!rochester!cantaloupe.srv.cs.cmu.edu!crabapple.srv.cs.cmu.edu!andrew.cmu.edu!pd1x+ Newsgroups: rec.games.design Message-ID: <cf_CrHS00VoqI3RFJM@andrew.cmu.edu> Date: Fri, 11 Dec 1992 14:36:51 -0500 From: "Peter F. Delaney" <pd1x+@andrew.cmu.edu> Subject: FUDGE Evolution Lines: 64