Showing posts with label Fudge points. Show all posts
Showing posts with label Fudge points. Show all posts

05 November 2023

Fudge Points and Your Table

In Fudge, five options are given for the use of Fudge points. The rule states, "Here are some suggested ways to use them—the GM can create her own uses, of course. A GM may allow as few or many of these options as she wishes—the players should ask her before assuming they can do something with Fudge Points."

Immediately, I wonder: How many GMs allow all of the options versus some of the options? How many use only one? How many expand or replace the options with their own? Do they ask for the input of their players? Do they vote on it?

Four or five different options is a bit much to keep in mind, and I have a feeling most players would forget to use them when it would be most advantageous. It's also a thing that removes one from the in-character state, which I would consider a flaw in the system. I think it would be better to limit the use of Fudge points to one or two options in order to better internalize the rule and reduce its out-of-character impact.

Regardless of the number of options used, I think every character sheet ought to have them listed close to the Fudge points entry. The longer the list of options, the more crucial it is to give players a visible reminder.

I welcome any comments on this topic.

09 October 2022

On Fudge Points and Character Development

There is a variety of ways to handle Fudge points and character development and whether there is a relationship between the two, and I think I have settled on a perfect balance for my own games. First, they are separate. They do not influence one another in any fashion. Second, I minimize the bookkeeping. Any meta-rule I can live without is happily jettisoned.

Fudge points are handled, for the most part, in the standard manner. They are first acquired at character creation and then awarded at the end of a session, but I may also award them during the session if circumstances are appropriate (such as the accomplishment of a particularly daring deed). They may be spent or saved at the player's discretion.

For character development, I opt for the subjective method, which requires no tracking of experience points. Additionally, I allow development through training.

Why am I writing about this? Because I know there is a temptation to create a tension between Fudge points and experience, to make them one and the same or to allow players to spend one in order to purchase the other, but I think it overcomplicates the game and blurs the distinctions in an unhelpful way. Fudge points at their best are a fun way to use a resource to pull off impossible feats or narrow escapes. Subjective character development is an organic way to improve a character without resorting to out-of-character considerations. I can perceive no good reason to link them. And that is how I have decided to handle it henceforth.