Article View: rec.games.design
Article #604FUDGE On The Fly Character Design
From: Christopher Lantinga
Date: Thu, 17 Dec 1992 04:39
Date: Thu, 17 Dec 1992 04:39
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2625 bytes
I've been having some fun lately running games in which the character gets designed during play. (I think I posted on the topic on frp.misc a while ago.) While such play lends itself to systemless play, I have been trying to figure out a system for doing it, since gamers seem to take things much more seriously when they come with systems... Might I suggest as an option in FUDGE the following system: You may start the game with a completely BLANK character sheet, and 18 points. You then may spend these points to give your character gifts, skills, attributes, and faults, during the game, at the standard 1 gift = 2 attributes = 3 skills rate... However, you may never place a skill, gift, or attribute on the sheet without actually using it in the game. And, if you do anything which obviously implies a certain level of skill, or a certain trait, such as trying to fight for your life, or playing the guitar, you must decide on your trait level RIGHT THERE. For that game, at least, you can not improve it after that without a good reason (such as that you were deliberately faking a low level of ability). Using this system, the number of experience points given should never be more than six minus the number of points left unspent. Thus a character who has saved up six points will not get any experience points from an adventure. (Experience points, like character generation points, must be used during a game, while the trait concerned is actually in play.) The GM may freely give LESS than this amount, and usually should, saving the highest possible amount for the most exemplary adventures. This creates the dilemma: if you save up points, you'll have lots to tailor your character to precise challenges that come up. On the other hand, if you use them up, you get more. The whole system makes playing into a process of "discovering" your character, and allowing him to be molded by the story and his environment. As if you were writing a story off the top of your head, in stead of planning things in detail beforehand. What do y'all think? --Ed Edward James Heil c/o Chris Lantinga, clanti55@ursa.calvin.edu "There is nothing wrong with the software that rm won't cure." -Arnie Romo
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!gumby!ursa!ursa!clanti55 From: clanti55@ursa.calvin.edu (Christopher Lantinga) Subject: FUDGE On The Fly Character Design Message-ID: <clanti55.724567164@ursa> Keywords: FUDGE progressive character design Sender: news@calvin.edu Organization: Calvin College Date: Thu, 17 Dec 1992 04:39:24 GMT Lines: 45