03 July 2016

Doctor Who Observations Part 4

[This article is in support of my project to design an unofficial (and free) Fudge role-playing game adaptation of Doctor Who (the original show).]

Although all standard Fudge methods of character creation will be supported (and described or linked in the text), there will be one method — designed specifically for this adaptation — that I think captures the feel of Doctor Who better than the others, which I call interjectional character creation, which has some ideas in common with Ed Heil’s alternate character creation system. As usual, I'm in favor of allowing individual players in the same group to choose different methods if they so desire.

One thing I am trying to avoid, however, is confusing readers with too many choices. As with character creation, one method of combat resolution will be emphasized, which I will tentatively dub interjectional combat resolution, but story elements, simultaneous combat rounds, and alternating combat turns will be supported and briefly described or linked.

In all cases (and this is the overriding design principle in this project), the game play itself should be intuitive and the rules should be implemented invisibly. Nothing in the rules should interrupt the flow of the game. Ideally, if the recommended methods are used, this should be achieved. More experienced players may be able to achieve the same results using the other methods, but I want newcomers to gravitate toward the methods that will be likeliest to promote this sort of experience.

Recreating the atmosphere of the original Doctor Who, allowing players to feel as if they are stepping into that universe, is the ultimate goal of this game. I want the rules to be the portal, not the barrier, to this experience.

[Originally posted in Fudgery.net/fudgerylog on 26 February 2009.]

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