Why this build of Fudge

Because is suits a specific type of Player and a specific type of GM

FUGU is for players that want:

  1. Synthetic rules: The core rules can be summarized in 1-2 A4 cheatsheets.
  2. A Self-explanatory charachter sheet: No referencing to a big list of options.
  3. PC progress: They like it when their PC gets better at stuff.
  4. Stuff: Equipment, resources etc. exist: it’s fun to get them, buy them, use them, lose them etc.
  5. Minimal bookkeeping: No huge equipment list, no prices in euros/cents, no endless descriptions of objects.
  6. Flexible rules: You’ll be able to try crazy stuff. No straightjackets.
  7. Dice! It’s a game, luck can play a role.

FUGU is for GMs that want:

  1. Fast preparation: An episode can be repared in 1 hour
  2. Flexible rules: No rule-lawyering, no straightjackets
  3. a minimum of Realism: No dwarves with 90 Hit-points that can survive a fall of 500 meters
  4. Simple action resolution: No huge tables, few dice to roll.
  5. Minimal bookkeeping: Don’t want to keep tabs on all the stuff and conditions of the players: they’re simple enough, they can do it on ther own.

Game System’s setup principles

  1. Fudge as a base: The Fudge ladder is familiar for my players, its levels are self-explanatory. Fudge is flexible, potentially realistic, has synthetic rules, has dice, allows for simple action resolution.
  2. Health tracking base on Hit (or health) Points (HP): Because they’re self-explanatory, are present also in computer games. Also, they allow for using stuff in conflicts
  3. Experience Points (XP): Because they’re self-explanatory, and allow PC progress (skill improvement)
  4. No meta-gaming or shared worldbuilding: The Players manage the PCs and the GM takes care of all the rest. Simple as that.