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Shawn Lockard's Game Designer Blog, following him along as he designs Fudge Fantasy 101, a "brand new to roleplaying games" version of Fudge.

A little bit about Scope, a little bit about blog method

Before I get started in earnest I want to define a little more about how the rough idea is meant to work, about the game design and structure of the blog. Fudge Fantasy will be roughly based on the Fudge Fantasy section of Fudge 10th edition, diverging when necessary. There is a lot of wisdom in the design, and I will shamelessly borrow from it. What I will do is expand or broaden some approaches and make definite choices for things like damage systems. How, you might say? 

Fudge has very granular levels, making any +1 a huge bonus, so in broad strokes, making any particular stat have a narrower scope allows detail without changing the fundamentals (at least in theory). To stay simple enough to feel like Fudge (to me) these traits will be chosen judicuously, and choosing and explaining them will make up a bulk of what is written here. 

So, future articles should generally follow this approach. You'll see a chunk of text that will be a draft of some particular part of  Fudge Fantasy 101, and then I'll wax poetic about all the decisions involved. I'll certain read any discussion on the material, and if I feel I can use it I may address it here, or in the comments or forums. 

Next Up: Real Content to look over. Character Attributes. Not for the faint of heart! 

Fudge Fantasy 101: Preface

I have played Fudge for more than a few years, both as a player and a GM, and have demoed for and written for Grey Ghost Games. The more involved I have gotten, the more I have wanted a "brand new to role playing games" version of the game to introduce new fans-to-be to the game.

What will follow in this blog will be a Designers eye view of developing the first of those approaches, Fudge Fantasy 101. Borrowing liberally from the Fudge 10th Anniversary Edition, I will, right in front of your eyes, put together an introductory Fudge build for new players to not only the game, but gaming, to cut their proverbial teeth on. It will be a fully usable implementation, using as much of the existing rules as possible, making all the design choices ahead of time.  Because the build will be fairly standard, a lot of the common portions of Fudge, like trait levels, scale and ODF will be introduced.

Comments and criticism are welcome, constructively, in the forums. The goal, however, is to put the design process in writing, for better or for worse, in hopes that others, and myself, learn from it by talking quite a lot about it.


 

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