28 September 2020

How to Adapt the Palladium Book of Weapons & Armour to Fudge

The Palladium Weapon series of books is a resource requiring a bare minimum of effort by the GM to adapt to Fudge. As it states on the cover of every book in the series, it is "For use with any game system" and as such, it seems perfectly suited for Fudge. Even the game-related abstractions can be used with little or no conversion necessary.

Weapons & Armor

The information presented in this article will enable you to use the Palladium book of Weapons & Armour, compiled by Matthew Balent and published by Palladium Books, in your own Fudge game. Weapons & Armour is required to make use of this information.

The book is divided into two sections in which the various types of weapons and armor are illustrated and their vital statistics listed. A simple description of how the terms are used and how they might be interpreted in Fudge follows.

Weapons

TYPE: The weapon types by which all weapons in the book are categorized may be used as skill groups or as broad weapon skills themselves. The weapon types are: Hafted, Knives, Miscellaneous, Polearms, Spears, and Swords.

LENGTH: Use the metric measurement or convert as desired.

MASS: Use the metric measurement or convert as desired.

DEX: This number indicates the speed of the weapon when it is used relative to other weapons. Since a low number is considered best, one may, if one is taking weapon speed into account, apply this number as a melee modifier (namely, a negative penalty to one's skill unless the weapon's rating is 0) in simultaneous combat rounds, or as a modifier to one's Speed or Reflexes (or a similar trait) in initiative rolls in alternating combat turns.

PARRY: This number indicates the weapon's usefulness at parrying attacks. A high number is considered best. It could be applied as a melee modifier for the defender if alternating combat turns are used.

0: Virtually no ability to parry.
1: Minimal ability to parry. (−1 to parry)
2: Adequate ability to parry. (+/−0 to parry)
3: Excellent ability to parry. (+1 to parry)

ATTACK TYPES: The various methods of inflicting damage are cut, chop, thrust, and impact. When a weapon is capable of more than one attack type, the type being used should be described in the attack. This information is useful because it can be compared to the armor of an opponent or the special vulnerabilities or immunities of a creature. It can also help to determine if a certain action is possible given space constraints or other special circumstances.

SYMMETRY: This number indicates the weapon's effectiveness when thrown. Since a low number is considered best, one may use this as a ranged combat modifier (specifically, a negative modifier to one's skill) with the following modifications:

1: +/−0 to attack
2: −1 to attack
3: −2 to attack

DAMAGE: This number is used as the weapon's offensive factor. Alternatively, one may use the standard Fudge method, which incidentally parallels the listed damage values very nicely, i.e. small weapons cause +0, medium weapons cause +1, large weapons cause +2, two-handed weapons cause additional +1, sharp weapons cause additional +1.

Armor

TYPE: Armor may be layered, in which case the defensive factors are added together. The coverage of hit locations may vary.

CUT RF: The cut resistance factor is translated as the cut defensive factor. This is the armor's effectiveness at protecting the wearer against weapons used for cutting attacks.

CHOP RF: The chop resistance factor is translated as the chop defensive factor. This is the armor's effectiveness at protecting the wearer against weapons used for chopping attacks.

THRUST RF: The thrust resistance factor is translated as the thrust defensive factor. This is the armor's effectiveness at protecting the wearer against weapons used for thrusting attacks, including arrows, bolts, and darts.

IMPACT RF: The impact resistance factor is translated as the impact defensive factor. This is the the armor's effectiveness at protecting the wearer against weapons used for impact attacks, including firearms.

DEX: This number indicates the extent to which the armor may restrict the wearer's freedom of movement. A low number is considered best. This number may be used as a modifier to one's movement rate, lowering one's trait accordingly, or it may contribute to action penalties based on one's encumbrance. Personally, I favor the former, and would limit action penalties to actions that would not be performed in battle and which would logically be hampered by the wearing of heavier armor, such as stealthy movement, acrobatics, swimming, and the like.

MASS: Use the metric measurement or convert as desired.

[Originally posted in Fudgery.net in 2007.]

31 August 2020

Brief Update

I have added Difficulty Level Conversions for Fudge to the Elaborations page. At the moment, it only converts Risus: The Anything RPG and The D6 System, but I might add others in the future. (This is one of the pages I forgot to transfer from Fudgery.net.)

30 July 2020

Fudging It in Non-Fudge Games

If all role-playing games used the action resolution rules of Fudge, would it change those games fundamentally (for good or ill), or would it simply make more sense? Even if a given role-playing game yields only binary results (success or failure), one could ignore the finer aspects of the trait ladder and simply indicate success or failure based on whether the roll equals or exceeds the difficulty of the action. Translating a character's ability to the appropriate trait level is easy, and if you need a conversion chart, you can consult my Trait Conversions for Fudge for suggested equivalents.

It may even encourage players to try Fudge itself...

30 June 2020

The Role of Fudge

If Fudge had been introduced to the world in only its rules-light, subjective form, I think it would have had greater long-term popularity. I think it would have lived up to its prophecy of becoming the universal translator of role-playing games, and it would have preserved and promoted a freeform style that has become increasingly rare. There is a growing void in the hobby that neither D&D nor story games are filling. Risus and a few other games still have their lanterns lit against the darkness, but Fudge ought to be a brighter flame than it is now. The recent publication of The Princess Bride Roleplaying Game is a step in the right direction, but can it overcome the rules-heaviness that still weighs down Fudge and many of the discussions that surround it? I hope it can. Meanwhile, I'd like to see more of us take advantage of the ability of Fudge to facilitate role-playing unseen, rather than focusing on the rules themselves. The rules are the means, not the end, and in the case of Fudge, they are meant to be as unobtrusive as possible. Please, just fudge it.

30 May 2020

Fudge Haiku

If anyone is wondering where I fall on the spectrum of light to heavy rules where Fudge is concerned, the following haiku sums up what I consider the bare essentials of the game. This was originally posted in Fudgery.net in 2006.



Fudge Haiku


Play roles. Rate some traits
from Terrible to Superb.
When in doubt, fudge it.



Fudge Legal Notice
About Fudge

Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, contact Grey Ghost Press.

Disclaimer

The following materials based on Fudge, entitled Fudge Haiku, are created by, made available by, and Copyright © 2006 by Gordon A. Cooper, and are not necessarily endorsed in any way by Grey Ghost Press or any publisher of other Fudge materials. Neither Grey Ghost Press nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright © 1992-2004 by Grey Ghost Press, All Rights Reserved.

12 April 2020

Plus or Minus: Fudge Podcast

I don't know how many fudge-related podcasts there are, but as of this writing I know of only one Fudge-related RPG podcast: Plus or Minus. It is hosted by Troy Truchon, who offers observations of the world of Fudge gaming and interviews with creators in the community. We need more of this, and to encourage it, I've added a list gizmo to Creative Reckoning entitled "Just Podcast It!" after the "Web Log Roll Call." (Speaking of the latter, I would be happy to add new Fudge-centric Web logs to this list.) So, if you or anyone you know is podcasting regularly about Fudge or Fudge-based games, please let me know and I shall help spread the word.

Plus or Minus also has a Facebook page, Plus or Minus Podcast; and a Twitter account, @plusorminus_pod.

[Edit: These links all appear to be broken. Updated 17 May 2025.]

09 April 2020

Universal Called Shot Table

When your role-playing game of choice lacks rules for called shots, or its rules are cumbersome or unsatisfactory concerning the deliberate targeting of specific hit locations, consider using the Universal Called Shot Table. Utilizing only a single Fudge die, this simple option can be used with any role-playing game. Anytime a character makes a successful attack on an opponent and decides to hit a specific location, merely roll 1dF (one Fudge die) and consult the table below:

Universal Called Shot Table
1dFResult
+Attacker names hit location struck.
0Defender names hit location struck.
-Miss!


As you can see, there is an added element of risk when attempting to make difficult shots. For a 1 in 3 chance of hitting one’s opponent exactly where desired, the price is a 1 in 3 chance of missing the opponent entirely.

This is an option for reflecting the difficulty of hitting small targets in the midst of combat, which at the same time preserves the possibility of causing the full range of damage, from a graze to a lethal wound, by separating the called shot mechanics from the attack and damage roll mechanics.

I haven’t playtested this yet, since I just thought of it. If you try it, please let me know!

[Originally posted in Fudgery.net/fudgerylog on 7 May 2011.]

07 April 2020

Comfy Trait Ladders 2

It is all well and good to rename levels of the trait ladder in order to maximize emotional comfort (q.v.), but some may find the notion of describing "Poor" as "Fine" to be a trifle too cloying. To amend this (and simultaneously tilt the ladder even more toward the positive pole), a new and improved optimistic “trait ladder” has been devised, known as…

The New & Improved Optimistic Trait Ladder

Fudge Traits#Optimistic Traits
 +6Magnificent!
 +5Super!
 +4Great!
Superb+3Excellent!
Great+2Good!
Good+1Very Fine!
Fair0Fine!
Mediocre-1Somewhat Fine!
Poor-2Marginally Fine!
Terrible-3Almost Marginally Fine!


As you can see, the less wonderful levels have been renamed to reflect their decreased desirability, and the upper levels have been lifted to the loftier heights they deserve. Also suitable for game adaptations of Candide.

[Originally posted in Fudgery.net/fudgerylog on 31 August 2011.]

05 April 2020

Comfy Trait Ladders

For those players who are disturbed by the idea of selecting a skill or attribute at a beginner’s level of competency due to the perceived stigma attached to not being an expert in all things, and for those GMs who haven’t the heart to describe a player’s failures in negative terms, I offer the following optional trait ladder scientifically designed to remove the taint of merely fair performances, general mediocrity, poor self image, and consequences deemed “terrible.” Instead, all trait levels are specially chosen to encourage positive reinforcement and cushion the trauma of disappointment. In fact, I predict the next step in the evolution of role-playing will be to eliminate the possibility of failure entirely! Won’t that be exciting?

The Positive Reinforcement Trait Ladder

Fudge Traits#Happy Positive Traits :-)
Superb+3Magnificent!
Great+2Super!
Good+1Great!
Fair0Excellent!
Mediocre-1Good!
Poor-2Fine!
Terrible-3Acceptable!


Alternatively, for those who have difficulty memorizing words, I present…

The Good Trait Ladder

Fudge Traits#Good Traits
Superb+3Good!!!
Great+2Good!!
Good+1Good!
Fair0Good
Mediocre-1Goood
Poor-2Gooood
Terrible-3Goooood

As you can see, there is only one word in this trait ladder, modified upwards by adding exclamation points and downwards by adding vowels. In play, exclamation points are vocalized by increasing volume accordingly, and additional vowels are expressed by lengthening the word as it is spoken. It is nothing if not Goooood.

[Originally posted in Fudgery.net/fudgerylog on 30 August 2011.]

04 April 2020

Bookmark This: Character Monologue

One of the lost articles from my old Fudgerylog site was entitled "Soliloquize Now!" I still like the title, and it may have been one of my better pieces on the subject of practical role-playing advice (or maybe not), but it is gone and mostly forgotten except for a link to an article I admired, "Character Monologue: Tell Us What It's Like to Be You" from ars ludi. So, read that article instead and let it inspire you as it did me.