Fudge RPG - Rules for social climbing

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From: GeorgeHarnish

Date: Sun, 22 Feb 2004 17:18:08 GMT

Subject: Rules for social climbing


Hi,

	I'm working on a system of social climbing based on gaining (or 
losing) social points for various actions undertaken, and periodically 
improving (or declining) one's status level. It's a workable system 
based on an old, out-of-print game sucked into the black hole 
identified by preeminent astronomers as Hasbro. The numeric status 
level is useful to determine expenses that might be in keeping with a 
character's station in life. The numeric social points are also easy to 
keep track of and award evenly to any character.
	Gaining status opens doors to higher military ranks, "better" social 
club memberships, governmental appointments, and other social perks. I 
want the progression between Status Levels to be geometric rather than 
linear, in keeping with the ideas this is based on.
	I'm having a few problems converting these ideas into Fudge...
	My main self-criticism of this system involves tracking points and 
levels as numbers. It drops me out of the clean, free-flowing feeling 
of Fudge. However, the Fudge trait levels don't seem quite granular 
enough for these purposes. I've read many of the suggestions for 
increasing granularity, and simply adding "almost" an "very" 
successfully triples the number of levels. That's certainly an adequate 
number.
	One of my thoughts was to secretly track the social points gained or 
lost by the PCs, then tell them to change their Status Level at the end 
of each game session. This idea worked well for another totally 
separate game system sucked into the same afore mentioned black hole. 
Of course I'd offer hints at what improves or hurts their position 
until they got a sense of what was going on.
	I don't mind that extra work since it just involves a scratch pad on 
the side. I was hoping other brains might help me come up with a more 
elegant solution.
	Any suggestions?
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