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FUDGE | ||
Author: Stefan O'Sullivan
Category: game Company/Publisher: Grey Ghost Games Line: FUDGE Cost: $12.00 Page count: 104 ISBN: 1-887154-00-0 Playtest Review by Stephen Grady on 11/04/00. Genre tags: Generic | (Note: This review is of the first edition hard-copy rules, though I understand that the new edition has identical rules and just has more optional rules and such included. If this review inspires you, by all means buy the second edition.) FUDGE. This is one game that many people talk about but few play. It may be because it takes some inventiveness to make the game work. This is not a complete game; it is a book with a simple die mechanic and theories on how to design an RPG. It has no set attributes or skills listed, though it gives plenty of examples. The GM is expected to choose which abilities need to be defined for a character and whether to have a set skill list. The die mechanic is incredible; each attribute is assigned an adjective on the following scale:
Superb Then four fudge dice are rolled, giving a result of -4 to +4. You go up or down on the scale to find an adjective to describe the result. I can't even begin to tell you how great that aid to the GM is. The book presents several types of character creation, though I found the best method to be to just pick abilities and assign adjectives, no randomness or points. To give you an example of exactly how flexible system this is, one of the PCs had the ability of "Drink one for you." This silly idea was based on the old cliche of when someone goes to a bar without you, you say, "Drink one for me." This particular character could choose to drink and have all the effects of the alchohol effect someone else. (Readers of the comic "Lenore" will know the genesis for this idea.) She had to roll a result of Superb to make it work. The game play was remarkable. The players enjoyed rolling the dice, and the lack of book keeping certainly made my job as GM easier. The players were able to design the exact character they wanted, free from any preconcieved notion of how they should be designed. Most of the players enjoyed this, though one was uncomfortable and I had to help. The game ranged from Hell to the Waffle House, and I never had to look up a rule. (I did have on guy try to throw an energy bolt with his Necromancy skill, but I talked him down. I hate it when people argue with the GM.) We were definitely playing FUDGE, but my players never even had to look at the book and I never had to refer to it. Even if you never decide to play FUDGE (which you should), the book is rich in ideas about RPG theory. I like that all the mechanics are slaves to the system; the system itself never generates reality. The book is well laid-out if not beautiful, but it does after all have no game world to try and represent visually. The game of FUDGE I ran last night was the most enjoyable and rewarding role-playing experience I have ever had. I have long dreamed of not having to argue rules with my players, and not being bound by some game designers idea of what abilities a character should have. At least print out the free version of this wonderful game. Don't be skeptical. It is well worth it. Style: 3 (Average)Substance: 5 (Excellent!) | |
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