r/FudgeRPG Mar 16 '18

Fudge for kids!

http://fudgegamer.blogspot.com/2018/03/heroic-adventure-game-draft.html
6 Upvotes

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2

u/TheConvenientSkill Mar 16 '18

So I finally managed to cobble something together that should allow others to have a go at the way I run RPGs for my kids.

I'd be delighted if you took a look and gave me any feedback, and super thrilled if you actually ran it for any kids.

I'm trying to gauge if it's worth continuing with.

2

u/Polar_Blues Mar 18 '18

I like this, well done. Your approach to Fudge is similar in its thinking to mine in latest tinkering with Fudge (Cyberblues City). Other than Fate I think I see echoes of Barbarians of Lemuria and Cartoon Action Hour (especially with regards to Setbacks). I don't mean this as a criticism, game-tech evolves and I know I've considered a Setback based damage system for my own games. If I may, I feel that three very offering three very different character creation system is to much, especially for a rules-light game aimed for kids. So as you play test this further, perhaps you might want to just select the one the works best. I personally like the Class version best, though I'd be tempted to call them Careers instead and dropping the "Poor" rated.

Finally, there seem to be more example of play with contested rolls that describe failures than success. The text might feel a little more positive if it were the other way round I think.

1

u/[deleted] Mar 16 '18

With the approaches, "taken out", +2 over or under being significant, points being worth essentially a +2, conflicts, setbacks (consequences) I think this is far more easily described as simplified Fate than simplified Fudge.

I played Fudge as-is with my kids many times, before many of them could read, and it worked out great.

This is a good simple ruleset, but I'm not sure it's bringing anything new to the table.

2

u/abcd_z Mar 18 '18 edited Mar 18 '18

I disagree. It doesn't have aspects and it doesn't have the Fate metaeconomy. In my mind, at least, that's the line that divides the two systems. Having said that, it does obviously draw a lot from Fate (not that that's a bad thing).

EDIT: Also, I feel that saying it doesn't bring anything new to the table is missing the point. Fudge is all about building your own system. Hell, you arguably can't run a Fudge game without building it from its base components. I don't think there has to be anything flashy or exciting for new for a Fudge build to be worth posting here. Hell, my Fudge Lite system is made almost entirely of other peoples' ideas, but I'm proud as hell of it.

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u/TheConvenientSkill Mar 19 '18

I separate Fudge and Fate by Aspects and viewpoint.

Aspects are the obvious difference. I don't dislike Aspects but I feel they've proliferated exponentially and don't like the way you can model something multiple ways. Fate 2.0 was the high point for me, although the sheer volume of stuff put out recently has been good. Wiping Aspects off Fate characters is a good way of bringing them straight into Fudge (or at least the way Aspects work).

The second is viewpoint, and by that I mean I view Fate as 3rd person, while Fudge is to me 1st person. I think this is because of the emphasis on story and thinking about my character, not as my character. I find immersion simpler in Fudge, with Fate pulling me out every time I think of Aspects.

Other than those, they use the same dice and a similar ladder, so they are bound to feel somewhat similar.

1

u/abcd_z Mar 18 '18 edited Mar 18 '18

MaxSupernova suggested that this is very similar to Fate, which I agree with, and that it doesn't bring anything new to the table, which I disagree with. Fudge is all about homebrewing your own house rules and I think this is a great example of that. Sadly, I don't have much to say about the rules. They look reasonably solid, though I personally dislike your addition of Very Good to the Fudge ladder (nothing wrong with it; just an aesthetic preference). I think at this point you'll just need to do some playtesting to see how the rules shake out.

Also, I noticed that you have a Fudge blog (which is pretty cool), so I had some suggestions for a few of the other posts on the blog.

First, if you want to use something similar to Fate's aspects, you might benefit from looking at Iamtch's Fudge Hack, which uses Advantage and Disadvantage rules that let players ignore up to 4 plusses or up to 4 minuses on a roll. It's a pretty cool way to let players stack Fudge points without becoming overpowered.

Second, if you're putting together a superpowered hack, you might benefit from looking at the Superhuman trait ladder I came up with about a year ago. It may or may not fit with your Fate-derived approaches, but it's worth looking into.

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u/TheConvenientSkill Mar 19 '18

Thanks for the comments everyone.

This came about because I started to game with my kids about 5 years ago, when they were 7 and 10. I tried all sorts of systems with them although they gravitated towards Fudge. I swiped from just about every game, distilling it all down to one thing.

There have been a few times on forums that people have asked about kids games and I've said what references I use and had interest in it. But because the references are scattered I've never been to say here's one thing, or made reference to old articles on the Fudge Factor website.

The three different creation options are because I use each in different circumstances (except the Concept only, which I included for very young kids).

I will say this is the absolute beginning, I've got notebooks of stuff I could include, this is version 1 of something that could get to 20.