Fudge Rules Pdf

There`s a lightweight free-form tabletop RPG called Fudge, but the standard rules are just a little too heavy for my taste, so I have them for . Jesus, probably already more than a year. Anyway, I finally reached a good breaking point. The rules mostly do what I want, and the system is as clean as I think it will ever be. The basic rules fit on 3 pages, followed by 2 pages with examples of character traits and 3 pages on GM movements that I openly stole from Dungeon World. (What can I say? They make very good rules.) I probably could have combined the first three pages into one page if I had fumbled with font sizes and multiple columns and such, but that seemed a bit dishonest. In addition, the columns would have made it difficult to copy the text into a word processor. Summarize all of the above in one system and explain that the GM decides what resources are and what happens when players run out of a resource (-1 ps means death, 0 money means they can`t shop or stay in hostels, 0 food means they start losing power per day, etc.). Create a universal damage system, similar to how magic damage is defined. Looks pretty good!! I only have a few suggestions: EDIT: Here is the updated link, although it has evolved a bit since the time I originally wrote the article. Explain how the GM and players cause damage to resources with the universal system. Suggest the number of attributes (1-2 per archetype, etc.), character sheets, and various cool fudge elements that we couldn`t think of any other category for! Make sure your universal GM resource system is easy to populate and creates NPCs with concrete limits.

Fudge settings (builds) and adventures of all kinds Explain how many additional abilities you will get if you are specific to a skill (1-2?) Explain how the GM should determine the target numbers and their level. Create a universal and simplified startup resource system similar to how you designate HP.