Those are some good rules. I remember someone on this list writing about their campaign of Musketeers versus Cthullu. They wrote they had a rule where guns couldn't be used against the main characters; only swordplay was effective. Again, this was to simulate the particular genre. Hmmm. A thought. I wonder that, by knowing such conventions, the players will try to figure out how to "get around" such conventions to defeat their foes in a more unique manner, encouraging more tactical role-playing than game mechanics focus. Fudge is already rules-light (at least in my campaign). But that strays from the topic. What do you think about incorporating some sort of convention "plot" card in a FUDGE game? For example: have a deck of index cards. Each card has a particular convention. At the beginning of the game, roll a dF. On a "-", the convention is not used. On a "0", the convention is used. On a "+", not only is the convention used, but is exaggerated. The GM is, of course, responsible for interpreting the results. (Hmmm. If rolled secretly, the players may suddenly find the convention that their characters are immune from serious injury suddenly gone. Ouch! :) > >Nemesis (Power): A Nemesis character is the antithesis of the Hero. A Hero >may only defeat a Nemesis in Barehanded combat, or through tossing him off >a >cliff or other "accidental" means. In such cases where death is unseen, the >Nemesis is quite likely to have survived anyway and will return to haunt >the >Hero is future sequels. > >Hero (Power): A Hero is the mainstay of the Action genre. A Hero can >handily >defeat Goon opponents in any evenly matched fight. Goon's may only do >Scratch damage to a Hero, and a Hero killed by Goons is actually just KO'd >until GM notice. Goon's taking more than scratch damage from a Hero are >automatically KO'd. No hero may be killed while unconscious. Furthermore, >the Hero power prevents villains from killing a Hero coldheartedly and >efficiently, regardless of how many people they may have killed in such a >manner previously. Villains instead feel the need to leave Hero's in >generally easily defeated traps awaiting an unwitnessed death. > -- ----------------------------------------------- The Fudge List FAQ is at http://fudge.phoenyx.net/ ** Don't start deliberately off-topic threads. **