05 May 2026

Blogging Blues

For some time, the tables I used for my Mass Scale Chart and Strength Scale Chart have been displaying incorrectly. This was not an issue when I first posted them, but I cannot account for it and therefore have no idea how to fix it. So, should I delete those pages, replace them with links to external files, or leave them as is? I do not know if anyone uses these charts or if anyone even knows they exist.

Speaking of not knowing how many human beings read this blog, Blogger's capacity to share details of a blog's statistics with its creator have become worthless. There is no way to know if the views are from people or bots, which makes the numbers meaningless. The majority of referrers are unidentified. In the last seven days, Creative Reckoning has had 32 references from six identified referring sites and 740 references from "Other." How useful. For keywords used to discover the blog, there used to be... a list of keywords! Now, it just says, "Other... 772 pageviews." How helpful. For top locations, I am supposed to believe that Singapore is number two and Seychelles is number five. Although I would be very pleased if there were indeed vibrant role-playing communities in these countries where people are fascinated by Fudge and somehow finding my blog, I confess to being a bit skeptical. As far as I can tell, the statistics have no value whatsoever, and my only gauge of whether anyone reads this blog (or any of my others) at all is when someone leaves a comment, which is very rare.

I keep several blog rolls on each of my blogs. One is a list of my blogs, one is a list of others' blogs, and sometimes I have a list of relevant podcasts. All of them are set up to display blog posts in order of newest first. Lately, these blog rolls have been updating far less reliably. It has been two days since I last posted in Omnia Pro Omnibus and all of my blog rolls are still displaying the previous post from two weeks ago.

In other non-news, I sort of wish I had picked a different name for this blog. I doubt anyone knows that the inspiration was the term "dead reckoning," which is the true meaning of "fudge" as it is used in the context of the role-playing game entitled Fudge, or that substituting "creative" for "dead" was meant to evoke the academic theme of most of my blogs' titles (Applied Phantasticality, Theoretical Swashbuckling, etc.). "Creative Reckoning" should make one think of Creative Writing as a subject and dead reckoning as a method of GMing Fudge (according to my thinking at the time). Instead, it is probably mostly misinterpreted or ignored, thus utterly failing its purpose.

Thank you (if you are a person) for reading this outpouring of frustration. It's hard to stay motivated in what increasingly feels like a ghost town.

15 April 2026

Fudge: The Averaging

And now for something completely average...

Are you looking for a game that promotes extreme realism in character creation and action resolution in all its dreariness and drabbery? Try Fudge: The Averaging. With just three tweaks to the standard Fudge rules, you could be wallowing in ordinariness.

Step One

For each trait, roll 3d6 and consult the table below to find its trait level.



3d6Fudge
18Superb
16-17Great
13-15Good
9-12Fair
6-8Mediocre
4-5Poor
3Terrible


Step Two

To resolve actions, roll a number of Fudge dice based on the trait's level.

Any result above Superb or below Terrible wraps around to the other end. For example, if a character with a Great trait rolls +2, the actual result is Terrible, whereas if a character with a Terrible trait rolls −1, the actual result is Superb.



RollTrait Level
4dFSuperb
5dFGreat
6dFGood
7dFFair
6dFMediocre
5dFPoor
4dFTerrible


Step Three

In any given social situation, the character whose relevant trait is closest to Fair or who has the most traits closest to Fair is granted the most respect and/or authority.

Advanced Option

A natural Mediocre is a critical success!

13 March 2026

Improving the Trait Ladder 2

[The following article was originally a sequel to another article that has been lost to the astral void because I lacked the wisdom to make backups at the time and archive.org did not capture it. This is one of the articles that was captured, thankfully. I feel it has been superseded by "One Step Beyond", but I offer it here as a relic of my earlier Fudge-blogging activities.]

I am rethinking the improved trait ladder (q.v.), and it has occurred to me that trying to find four additional words that express increasing degrees of the Superb and the Terrible may be as fruitless as trying to assess whether Amazing or Incredible is objectively superior in an extended trait ladder for superheroes. My own solution for the latter was to arrange them alphabetically, so why not extend the same solution to the improved trait ladder? All we are essentially trying to express is the concept of Superb (or Terrible) only more so. Instead of fussing over whether Exceptionally is better than Exceedingly or Extremely (and there are certainly too many “e” words for comfort), I’ve decided to use synonyms for sense 2 of the adverb "very" (“in actual fact”). In Merriam-Webster’s Collegiate Thesaurus, these are given as “actually, de facto, genuinely, really, truly, veritably.” Of these, the last four suit my purposes, which gives us this:

Fudge Traits#Improved Traits
Superb +4+7Veritably Superb
Superb +3+6Truly Superb
Superb +2+5Really Superb
Superb +1+4Genuinely Superb
Superb+3Superb
Great+2Great
Good+1Good
Fair0Fair
Mediocre−1Mediocre
Poor−2Poor
Terrible−3Terrible
Terrible −1−4Genuinely Terrible
Terrible −2−5Really Terrible
Terrible −3−6Truly Terrible
Terrible −4−7Veritably Terrible

Yes, they mean the same thing, but it has the sound of a more natural, intuitive progression, which is aided by their arrangement in alphabetical order. I think some playtesting is in order.

[Originally posted in Fudgery.net/fudgerylog on 24 May 2011.]

03 February 2026

Situational Event Generator

The following is a simple table for adjudicating the results of situational rolls concerning large scale events such as weather, economics, politics, sports, entertainment, dating, etc. The details, of course, are the responsibility of the GM.

ResultEffect
SuperbTriumph
GreatProsperity
GoodComfort
FairStatus Quo
MediocreDiscomfort
PoorConflict
TerribleDisaster

+1 modifier for Good Omens, Divine Blessings
−1 modifier for Evil Omens, Curses

18 January 2026

Attributes as Saving Throws

In 2009, I posted an article in Fudgerylog—reposted here in 2014—advocating the "Separation Between Attributes and Skills" that is the standard procedure for Fudge. I continue to hold this opinion, but I thought it might be made more palatable to skeptics if attributes were described in a different way as saving throws (inspired by Steffan O'Sullivan's explanation for one of the three things he uses attributes for in his "Recent Thoughts on Fudge"). Attributes represent your ability to avoid, resist, survive, and withstand anything deleterious. They are your resistance rolls, survival rolls, morale rolls, health rolls, and saving throws. They are your last defense when skills cannot save you, for they are not skills themselves, but characteristics inherent to you. Your skills describe your competence; your attributes describe your essence.

They can save you.

Perhaps they can save us all.

Seriously, though, I think it helps the mind adjust to the Fudge concept of attributes by thinking of them as holistic saving throws instead of the soil in which skill trees are grown.

12 August 2025

Fudge Thought of the Day 2025-08-12

Someday, I need to put my GURPS source books to use, and I can think of no better way to do that than to use them with Fudge. Of course, I would fold most of the GURPS skills into broader Fudge skills and jettison any ideas of skill trees or minimum required attribute levels. A direct GURPS-to-Fudge conversion is out of the question. As far as I am concerned, they are system neutral source books.

03 July 2025

Fudge Thought of the Day 2025-07-03

Years ago, as I was trying to conceive of a perfect method of calculating an accurate damage system for firearms in Fudge, I was reminded of the elegant system in The Morrow Project. Re-reading those rules, I dove down the rabbit hole of the physics of ballistics and even bought a book on the subject (as well as numerous books of data pertaining to historical firearms)—all so I could devise rules for Fudge. Fudge! No, the irony is not lost on me. Sometimes, sometimes, rules tinkering is the path of madness.

Eventually, my relative sanity was restored and I remembered that the simple solution is always the best solution in Fudge. I shall post my simple solution in Creative Reckoning someday, but in the meantime, never forget: When in doubt, fudge it.

12 June 2025

Fudgifying the Fairly Obvious

From the moment I read the Basic Role-Playing pamphlets included in my copies of Stormbringer and Call of Cthulhu in the early 1980s, I was fascinated by the skill-based system, but it had one major flaw: common abilities started far below what would be normal for an average person in the real world. Skills reflecting ordinary communication, the senses, or knowledge of one's place of birth were extremely low and unlikely to improve unless they were used frequently (and at a slow rate at that). Granted, I normally do not require rolls for very easy tasks such as observing things, using common modes of transportation, remembering facts about one's local community, or doing things that any able-bodied person can reasonably be expected to do under normal circumstances, but for those cases that do warrant a skill check, I feel that characters ought to have a fair chance of succeeding without having to devote valuable character creation points to those standard abilities. And by a "fair chance" I mean a Fair chance.

Any heavily skill-based role-playing system that is burdened with unnecessary common skills (that is, skills that everyone has) can benefit from a little fudgification. Simply replace the score of any common skill (such as See, Listen, Drive, Climb, Swim, etc.) with an appropriate Fudge trait level. In most cases, make it Fair. If the character has an obvious disadvantage for whatever reason, make it Mediocre. If the character has an obvious advantage, make it Good. Use the normal action resolution rules for any other skills that are used, but whenever these common skills come into play, use the Fudge rules to resolve them. The distribution of results will be more realistic, and the player can spend more points on specialized skills (in systems that use that form of character creation).

In short, Fudge rules are not just for Fudge. If your favorite game flounders in some respect, fudgify it.

17 May 2025

Someone Mentioned Fudge in a Podcast

It's a rare occurrence nowadays (as far as I know), but in case you missed the headline, someone mentioned Fudge in a podcast! The podcast in question is Che Webster's Roleplay Rescue, and the episode in question is "Fudging It with Joe from Dekahedron". It didn't teach me anything new, but it's always nice to hear Fudge mentioned (and it might be informative to others).

14 May 2025

Global Accessibility Awareness Day Sale at Accessible Games

Accessible Games has announced a 30% discount on all issues of Accessible Gaming Quarterly, the Accessible Guide to RPG Layout, and the Fudge-based role-playing game Survival of the Able from May the 15th through the 22nd in honor of Global Accessibility Awareness Day, which falls on May the 15th. See "30% Off for Global Accessibility Awareness Day" for details.