Because is suits a specific type of Player and a specific type of
GM
FUGU is for players that want:
Synthetic rules: The core rules can be summarized
in 1-2 A4 cheatsheets.
A Self-explanatory charachter sheet: No
referencing to a big list of options.
PC progress: They like it when their PC gets
better at stuff.
Stuff: Equipment, resources etc. exist:
it’s fun to get them, buy them, use them, lose them etc.
Minimal bookkeeping: No huge equipment list, no
prices in euros/cents, no endless descriptions of objects.
Flexible rules: You’ll be able to try crazy
stuff. No straightjackets.
Dice! It’s a game, luck can play a role.
FUGU is for GMs that want:
Fast preparation: An episode can be repared in 1
hour
Flexible rules: No rule-lawyering, no
straightjackets
a minimum of Realism: No dwarves with 90
Hit-points that can survive a fall of 500 meters
Simple action resolution: No huge tables, few
dice to roll.
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
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.
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
Experience Points (XP): Because they’re
self-explanatory, and allow PC progress (skill
improvement)
No meta-gaming or shared
worldbuilding: The Players manage the PCs and the GM
takes care of all the rest. Simple as that.