From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: FUDGE 12/12: Intro & TOC (1 of 6)
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Sat, 12 Dec 92 19:25:01 GMT

Okay, here's the latest.  Lots new and different!

1) Hit points have been given their own system - feedback desperately
wanted on this!

2) FUDGE Magic slightly changed and move to Section F, Addenda, where
it belongs.  It is replaced by:

3) A more generic discussion of what the GM should consider an a magic
system; and

4) A discussion of miracles - magic via dieties.

And lots of minor points that were mentioned in the discussion over the
past week - thanks to all!

Let me know if there are any names missing from the credits, please.

----------------------here we go again----------------------

          FUDGE: Freeform, Universal, Donated Gaming Engine
                   A Free Role-playing Game (RPG).

FUDGE is a freeform RPG "engine."  This means that the rules are
phrased as guidelines, not unbreakable laws.  Each GM *must* do a
certain amount of work customizing the rules to her tastes, supplying
the body of the gaming "vehicle" - FUDGE is just the engine.  This is
unavoidable in a freeform game that is trying to appeal to a wide
variety of gamers.

FUDGE is specifically for people who want a good bedrock to build
their own system on.  If every commercial RPG details certain areas in
ways you don't like, then FUDGE may be what you're looking for: not
much is detailed at all!  If, on the other hand, you demand fully
fleshed-out rules, then you may wish to read no further . . .

FUDGE is intended for experienced Game Masters only - no introductory
"What is role-playing" section is provided.  The game can work with
novice *players*, as long as the GM is experienced.  A glossary of
relevant terms is presented in each rules section as needed.

Note to Australians: the word "freeform" in this game has nothing to
do with the live role-playing style known in Australia as free-form.
In FUDGE, the word simply means a flexible, simple, casual set of RPG
rules, requiring much to be filled in and improvised by the GM.

Version: December 12, 1992

*****************************************************************
LEGAL NOTICE: FUDGE is copyright 1992 by Steffan O'Sullivan.  It may
be freely copied and distributed by any means desired.  This legal
notice must be included with each copy of FUDGE.  No charge may be
made for FUDGE beyond a maximum US$5 fee (at 1992 rates) for materials
and shipping.

A publisher who wishes to include FUDGE in a book of copyrighted
source material or adventures may do so, so long as (1) the
publisher's copyrighted material is longer than FUDGE, (2) this legal
notice is included with FUDGE, (3) there is no extra charge for
including FUDGE in the book, and (4) no changes are made to the words
in Sections A through D of FUDGE.  (Sections E and F may be customized
freely; any references to Sections E and F may be inserted or deleted
as needed in Sections A through D.)

FUDGE was first published in 1992 on internet, and was written by
Steffan O'Sullivan (sos@oz.plymouth.edu) with suggestions from  Martin
Bergendahl, Thomas Brettinger, Robert Bridson, Paul Jason Clegg, Peter
F. Delaney, Jay Doane, Ed Heil, Bernard Hsiung, John H. Kim, Bill
Seurer, Andy Skinner, and others on rec.games.design on internet.

Groo the Wanderer (TM) is a trademark of Sergio Aragones, and use of
the name does not contest the trademark status in any way.
*****************************************************************

Syntactical note: To avoid confusion, "he, him," etc., are used to
describe a player and PC, and "she, her," etc., are used to describe a
Game Master and NPC.

Contents
--------

A  Character Creation
    1  Terms
    2  Levels
    3  Creation Methods
    4  Allocating Traits
          4.1  Subjective Way
          4.2  Objective Way
                  4.2-a  Attributes
                  4.2-b  Hit Points
                  4.2-c  Skills
                  4.2-d  Gifts
                  4.2-e  Faults
                  4.2-f  Trading Traits
          4.3  Uncommitted Traits
    5  Minimizing Abuse
B  Action Resolution
    1  Terms
    2  When to Roll
    3  How to Read the Dice
    4  Success Rates
    5  Critical Results
    6  Unopposed Rolls
    7  Opposed Rolls
    8  Combat
          8.1  Melee Combat
          8.2  Ranged Combat
          8.3  Multiple Combatants
          8.4  Damage
                  8.4-a  Subjective Damage System
                  8.4-b  Objective Damage System
          8.5  Healing
    9  Non-human Scales
          9.1  Strength
          9.2  Hit Points
C  Supernormal Powers
    1  Terms
    2  At Character Creation
          2.1  Powers Available
          2.2  Power Scales
          2.3  Associated Skills
          2.4  Combat Powers
    3  Magic
    4  Miracles
    5  Psi
    6  Superpowers
    7  Cybernetic Enhancements
D  Character Development
    1  Subjective Way
    2  Objective Way
E  Tips and Samples
    1  GM Tips
    2  Sample Character Sheet
    3  Sample Creatures
    4  Sample Characters
F  Addenda
    1  Random Character Creation
    2  Table-less Dice Technique
    3  Using a d20
    4  Quick Opposed Roll Technique
    5  Sample Magic System: FUDGE Magic
          5.1  Basic Assumptions
          5.2  Magic Potential
          5.3  Spells
          5.4  Skill
          5.5  Natural Magic Resistance
          5.6  Resolution
          5.7  Personal Magic Resistance
          5.8  Certain Spell-Casting
          5.9  Enchanting Items
          5.10  FUDGE Magic Options
                  5.10-a  Specialized Magic Potential
                  5.10-b  Magicians & Non-Magicians
                  5.10-c  Spell-Casting Skill Alternatives
                  5.10-d  Less Risky Spell-Casting
    6  Sample Miracle System: FUDGE Miracles
          6.1  FUDGE Miracles
          6.2  Divine Favor
          6.3  Petitioning a Miracle
          6.4  Modifiers to the Petitioning Skill Level


-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.design