My journey with Fudge has ultimately been about simplification, and I think this "build" may represent its final destination. Perhaps. Time and playtesting will tell. This is the character creation process I would like to implement in future Fudge sessions. It it proves playable, I intend to expand it with rules pertaining to character development.
The reader will note that this version (tentatively entitled Elementary Fudge) does away with point distribution, trait lists, and divisions between attributes and skills. Instead of attributes and skills, characters have descriptors, which are similar to professions or classes in other role-playing games. They are broad traits limited only by the player's imagination and the GM's approval. Since there are no attributes to serve as the basis for resistance or avoidance rolls, an appropriate descriptor may be substituted. If no descriptor is appropriate, the standard default trait level is Mediocre.
This is a first draft, of course.
The Character Creation Procedure
Step One: Descriptors
List four descriptors at the following trait levels: one at Great, one at Good, one at Fair, and one at Poor. Any descriptor not listed is assumed to be Mediocre. (A descriptor is a trait in the form of an occupation, whether it is a vocation, an avocation, or simply a notable aspect of one's persona. It is always a noun, but it may include one or more adjectives.)
Alternatively, list six descriptors as follows: one at Superb, one at Great, one at Good, one at Fair, one at Poor, and one at Terrible.
The third option is simply to list three descriptors at Fair.
It should be noted that any descriptor assigned a trait level of Poor or Terrible ought to have as significant an impact on a character as a Great or Superb descriptor. If such a descriptor is comparatively trivial, then the GM may assume it is intended as a hook or complication and treat it accordingly.
Step Two: Advantages and Disadvantages
List one or more advantages (with GM approval) and an equal number of disadvantages. Advantages and disadvantages ought to be of equivalent power, but a strong advantage may be balanced by several weaker disadvantages or vice versa. (Advantages and disadvantages are the same as gifts and faults.)
Step Three: Motivations
List one or more motivations. This gives the GM some guidance about the sort of goals and challenges that would interest the player and/or character.
As an example, a character might look like this:
Charlotte Chevalier, Reporter
- Ambitious and Resourceful Reporter: Great
- Crack Shot: Good
- Daredevil Driver/Aviatrix: Fair
- Enthusiastic Dancer: Poor
- Advantages: Patron: Editor of a Big Metropolitan Newspaper
- Disadvantages: Recklessly Brave
- Motivations: To Show Up Her Disapproving Prominent Family; To Get the Scoop of the Century
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