Fudge RPG - Crunchy Bits

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From: GmDslOnlyNet

Date: Mon, 08 Apr 2002 17:00:18 GMT

Subject: Crunchy Bits


[was "Shy Guy Reveals All"]
jughrin@yahoo.com wrote:
>I think the function in rpgs is to allow people to explore
>different aspects of their/human personality, or at least
>to give them min/max-ing opportunities while they
>do so. :)

How important *are* min-max opportunities in RPGs? Or more generally,
how important is the "game"?

How does "the game" relate to Fudge? My group seems to feel that
Fudge is anti-game and is somehow inherently different (and inferior)
to other games because you can't powergame or min-max in in, and
there aren't enough crunchy bits. I tend to disagree; the game will
be as crunchy as you make it, whether Fudge or D&D. But there is
still this weird perception that Fudge isn't an RPG, it is freeform
thespianism and everything is subjective. (This is in addition to the
assumption that Fudge is incomplete. I am starting to think that the
incompleteness accusation is related to the perceived lack of crunchy
bits, that for most people the crunchy bits ARE the game.)

BTW I am using the Robin Laws definition of crunchy bits here: those
things that define what the the PCs can do within the game. Crunchy
bits are not just rules, they are player knowledge of how things
work, and they are what make metagaming possible. When the crunchy
bits are well-defined, or there are a lot of them, players are
favored; when crunchy bits are few or vague, the GM is favored.

I now believe that lack of sufficient crunchy bits are behind my
group's aversion to Fudge. We've been playing D&D3, which is the
crunchiest game I've ever played. Champs is crunchy, but is balanced
by the freeform point-build system (which allows the GM great freedom
in how he builds and balances opponents) and also the limitation
system (which puts a check on players). D&D has no character
limitations at all, and the GM is hampered in his attempts to create
interesting opponents by the class/level/CR system. This makes for a
very tight system that players can predict and optimize characters
and tactics for, which greatly empowers them.

Anyway, how crunchy are your games? How much "game" do you
allow/insert in Fudge?

Mike

--
Mike Harvey -- Beaverton, OR
http://members.dsl-only.net/~bing/


-- -----------------------------------------------
The Fudge List FAQ is at http://fudge.phoenyx.net/
** Don't start deliberately off-topic threads. ** 

SequenceFirst LineUsernameDate
0 well-defined, or there are a lot of them, players are >>favored; when crunchy bits are few or vague, the GM is favored. GmDslOnlyNet 2002-04-08 18:44:54
1 people to > explore > >different aspects of their/human personality, or at > least > >to give them min/max-ing opportunities while they > more generally, > how important is the "game"? JUghrin 2002-04-08 18:51:36
2 have come to believe that rules always benefit the players and >hinder the GM. PatRick 2002-04-08 20:44:11
3 more generally, how important is the "game"? RodneyEBarnes 2002-04-09 00:23:41
4 turns gm-ing and >all had PCs in the game. GmDslOnlyNet 2002-04-09 02:30:58
5 generally, >how important is the "game"? MikeJones 2002-04-08 18:35:11
6 is necessary to a > smooth and > exciting game, and is one of the GM's most important > functions. GrogThing 2002-04-09 00:54:59
7 Fudge Terra Incognita/Cthulhu Mythos game for the same >players. PatRick 2002-04-08 23:04:06
8 (restrictive) crunchy bits written into the game are inversly needed > to player familiarity with the crunchy bits inherent in the setting. The > more the players know the setting the more the crunchy rules bits can shift > to being focus deta StephanBeal 2002-04-09 10:50:04
9 D&D: > Often the rules are followed even when they make no > sense or produce crazy results. StephanBeal 2002-04-09 10:43:54
10 term "power gaming". BillHamilton 2002-04-09 13:45:47
11 Guy Reveals All"] > How does "the game" relate to Fudge? StephanBeal 2002-04-09 09:08:51
12 function in rpgs is to allow people to explore >different aspects of their/human personality, or at least >to give them min/max-ing opportunities while they >do so. GmDslOnlyNet 2002-04-08 17:00:18
13 there really are no > rules. GmDslOnlyNet 2002-04-09 18:32:23
14 metaphor, as that implies a certain level of value (which > I do not intend), but that could be used as well. RobDonoghue 2002-04-09 20:21:26
15 refers to the degree of atomization or specifity in a >rule-set. GmDslOnlyNet 2002-04-09 20:45:21
16 generally, > how important is the "game"? RohanLight 2002-04-09 23:40:01
17 On, 4/9/2002, Rodney said: > I like my 'version' of Fudge combat the best. JimDickinson 2002-04-10 01:36:00
18 So, given a Good Fairy (scale -4) and a Good Ogre (scale +2)... RodneyEBarnes 2002-04-10 02:00:21
19 burried rules that > give the game it's mystery and 'spirit'. GmDslOnlyNet 2002-04-10 01:55:44
20 So scale subtracts from offense and defense... GmDslOnlyNet 2002-04-10 03:00:55
21 from offense and defense... JamesPacek 2002-04-10 03:32:05
22 press at certain dramatic points that do meaningful things. RohanLight 2002-04-10 03:57:38
23 more than 60' deep - it'll only > be a scratch." Yeah, i've gotta bend my mind all kinds of directions to get > any fun out of that type of play. Lizard 2002-04-09 16:11:11
24 the only way I > could come up with something that would work, was to use > Scale Difference, which is a bit too > clunky and confusing to most players at first. CarolCollica 2002-04-10 13:44:08
25 having a 25 strength in AD&D 1st edition. StephanBeal 2002-04-10 11:07:45
26 it'll > > only be a scratch." Yeah, i've gotta bend my mind all kinds of directions > > to get any fun out of that type of play. StephanBeal 2002-04-10 08:38:14
27 never allow an FP to be >used in that way. PatRick 2002-04-10 14:57:25
28 the > next iteration of the SAME DISCUSSION) out of existence? TimHuntley 2002-04-10 15:06:06
29 books (and i think it was in Marvel > Super > >Heroes, too) which points out to us that a human being (well, > most human > >beings) cannot possibly role-play a character with superhuman > intelligence > of stats this high is not "power gaming DavidRCrowell 2002-04-10 23:23:31
30 On, 4/10/2002, Rodney said: > I was thinking about that today. JimDickinson 2002-04-10 20:46:06
31 unpopular option on this mailing list because of the > "chart lookup", I use it in my games and after awhile the players really get a handle on it and they start talking like this "Oh, a 2x4 that's a Mid" I like the results. JamesPacek 2002-04-11 00:22:34
32 [mailto:fudge-error@phoenyx.net]On Behalf >Of Lxndr > Perhaps it's just me, but I interpreted "the box" in this >statement as >"that which you should attempt to think outside of, as well as within." > The "box" isn't the DMG (in my own humble JUghrin 2002-04-11 11:00:20
33 While I agree with much of what you say, there are a couple points I feel a need to comment on: > There are those who argue that the GM can do anything he wants > anytime he wants, but this is not true. PaulWatson 2002-04-16 05:06:04
34 rules. PaulWatson 2002-04-17 05:33:04
35 Force, > or a set of characters in Dungeon Seige, just > doesn't count in my book > as real role playing. GrogThing 2002-04-09 01:32:45
36 tend to be "too forgiving" whenever I'm left to my own > devices. Hence, when I write crunchy bits, I tend to > overcompensate and write nasty ones. StephanBeal 2002-04-09 10:34:35
37 Intimidate relies on Charisma in DD3e. StephanBeal 2002-04-09 13:26:03
38 anytime he > > > wants, but this is not true. PaulWatson 2002-04-17 05:31:00
39 the love of all that is holy, please do nto > let this turn into an actual discussion of falling rules. CarlCravens 2002-04-16 21:27:03
40 I don't like the min/mid/max idea because it's too subjective for the Claymore setting. RodneyEBarnes 2002-04-11 01:18:44
41 someone changes it, or when this discussion comes up again in >two months. MikeJones 2002-04-10 16:46:48
42 Jim's idea fixed the problem, I think. RodneyEBarnes 2002-04-10 03:45:14
43 That makes sense and is easy to implement. RodneyEBarnes 2002-04-10 02:42:29
44 Mike, don't get me wrong. RodneyEBarnes 2002-04-10 02:40:10
45 Right. RodneyEBarnes 2002-04-10 01:52:31
46 scale for my game due to the Claymoreishness... JamesPacek 2002-04-10 01:30:56
47 says in the DMG and in the FAQ > that other attributes can be used for skills when appropriate. Lxndr 2002-04-09 23:46:48
48 Using the candy bar illustration of "crunchy" for a Nestlie Cruch bar, and "smooth" for a Hersey Bar, and then comparing that to game systems... RodneyEBarnes 2002-04-10 01:06:43
49 metaphor, as that implies a certain level of value (which > I do not intend), but that could be used as well. PatRick 2002-04-09 19:15:22
50 No offense intended to anyone at all, however, whatever happened to trimming your quotes? TimHuntley 2002-04-09 19:06:49
51 all accurate. GmDslOnlyNet 2002-04-09 18:31:19
52 the only Grey > Ghost publication I > >> consider a "flop." Call it a learning experience. GrogThing 2002-04-09 18:08:19
53 specific citations about Dungeons & Dragons and >Vampire, but we'll leave it at that. PatRick 2002-04-09 18:02:31
54 type, > extraordinary abilities might be called feats, > spells, schticks, disciplines, high tech gear, psionics > or whatever. Lizard 2002-04-09 17:45:24
55 the entire concept of "crunchy" at the moment. RobDonoghue 2002-04-09 17:32:40
56 great deal about GMing and roleplaying just by reading > Terry Pratchett's Discworld series (which has nothing directly to do with > gaming). JamesPacek 2002-04-09 13:15:40
57 Gatecrasher 2nd Edition is also the only Grey Ghost publication I > consider a "flop." Call it a learning experience. StephanBeal 2002-04-09 12:59:19
58 if strictly applied can sometimes be the problem. StephanBeal 2002-04-09 12:54:44
59 only needs to tell > you what is different from what you already know, instead of trying > to dictate everything to the last detail. StephanBeal 2002-04-09 12:51:57
60 be introduced into RPGs via a D&D or > GURPS like, number crunching, power game. StephanBeal 2002-04-09 12:41:54
61 For "Crunchy Fudge" see the Gatecrasher game (2nd edition, the Fudge version). GhostGames 2002-04-09 12:09:12
62 April 08, 2002 8:45 PM Subject: Re: FUDGE: Crunchy Bits > > > Player-favored means the players are in control, via the authority of the > rules. DavidRCrowell 2002-04-09 10:25:18
63 Good Post Grogthing! RodneyEBarnes 2002-04-09 01:46:40
64 I'm not saying your a rotten GM Mike in that previous posting. RodneyEBarnes 2002-04-09 01:42:56
65 On, 4/8/2002, gm said: > How important *are* min-max opportunities in RPGs? JimDickinson 2002-04-08 18:46:38
66 related to the > perceived lack of > crunchy > >bits, that for most people the crunchy bits ARE the > game.) I try to keep the "Game" out of it as much as possible. Mitchw 2002-04-08 18:27:08
67 using the bare minimum of its rules >> (Story Element Combat) meant that what used to be a four-hour combat >> turned into, at times, just _minutes_. WilliamSpencer 2002-10-02 14:53:10
68 would you ask me what I am thinking and give me a chance to undo > the action? PaulWatson 2002-04-17 22:06:12
69 with situations like this as a series of 2 or 3 > (very rarely more) contingencies. PeterMikelsons 2002-04-17 22:03:10
70 minimize checking with the GM. JamesPacek 2002-04-17 20:47:19
71 rule of thumb is common sense. PeterMikelsons 2002-04-17 20:22:20
72 Cthulhu > > character survive a 60' drop? PaulWatson 2002-04-17 19:55:45
73 of thumb is common sense. PeterMikelsons 2002-04-17 18:23:54
74 damage, (or maybe -9, but that's >an old thread) not -3. PatRick 2002-04-11 02:03:57
75 gaming" but > just "character growth and development". TimHuntley 2002-04-10 23:41:20
76 average > out > > the individuals response to complex situations. RohanLight 2002-04-10 21:02:27
77 I was thinking about that today. RodneyEBarnes 2002-04-10 19:51:30
78 table seems to have the same effect as changing > the scaling of a pixie from -10 to -3. PeterMikelsons 2002-04-10 19:27:10
79 pretty stocky at scale - 4, until I >looked at FudgeMore and saw your Scale Table, which compresses everything >onto a -4 to +4 range. FudgeMore Fairy Kind average around 1 kg in mass, >which is about Scale -10 in "vanilla" Fudge terms. PatRick 2002-04-10 18:18:19
80 "Rodney E. PeterMikelsons 2002-04-10 17:42:09
81 line. FredHicks 2002-04-10 15:50:26
82 On, 4/9/2002, Rodney said: > On a Fair die roll, the Ogre would take a Hurt using a Superb Physical > Power. JimDickinson 2002-04-10 15:46:46
83 procmailing by subject line. TimothyJMiller 2002-04-10 15:29:32
84 GURPS books (and i think it was in Marvel Super >Heroes, too) which points out to us that a human being (well, most human >beings) cannot possibly role-play a character with superhuman intelligence >or wisdom. PatRick 2002-04-10 14:57:20
85 can we get a subtopic for this, so I can procmail it (and the > next iteration of the SAME DISCUSSION) out of existence? FredHicks 2002-04-10 14:47:39
86 yadda ] Hey Carl, can we get a subtopic for this, so I can procmail it (and the next iteration of the SAME DISCUSSION) out of existence? TimothyJMiller 2002-04-10 13:42:46
87 attributes a lot; I have 14 and take combinations of three to average out > the individuals response to complex situations. StephanBeal 2002-04-10 09:09:16
88 Capacity Fair > Ogre: Scale +2, Skill Fair, Strength and Damage Capacity Fair > > Fairy attacks Ogre (gains +3 to hit -- 1/2 of scale difference) Superb vs > Fair (the Fairy will probably hit) > > Ogre attacks Fairy (takes -3 penalty) Terrible PSimmons 2002-04-10 04:01:15
89 In the base Fudge rules, doesn't scale affect the minimum amount you need to roll to hit a target, rather than apply a modifier to your attack roll? KenHood 2002-04-10 03:22:52
90 Okay, here is the updated version of FudgeMore! http://claymore.50megs.com/fudgemore040902.zip Enjoy all my crunchy bits! RodneyEBarnes 2002-04-10 03:04:09
91 On, 4/9/2002, Rodney said: > So a Good Fairy would be Legendary +3 for defense, and a Good Ogre would > have a "to hit" of Abysmal. JimDickinson 2002-04-10 02:19:01
92 On, 4/9/2002, Rodney said: > So, given a Good Fairy (scale -4) and a Good Ogre (scale +2)... JimDickinson 2002-04-10 02:13:08
93 On, 4/9/2002, James said: > If the ogre manages to hit the fairy -- squashed fairy. JimDickinson 2002-04-10 01:51:31
94 I resemble that remark... RodneyEBarnes 2002-04-10 00:46:32
95 often treated > with as much loving care as a car; they are groomed, waxed, > beefed up, given better tires etc. GmDslOnlyNet 2002-04-10 00:28:26
96 combat. Lxndr 2002-04-09 23:52:10
97 the box. JamesPacek 2002-04-09 23:12:38
98 the FAQ >>that other attributes can be used for skills when appropriate. Lizard 2002-04-09 23:31:08
99 this... FredHicks 2002-04-09 18:58:59
100 my > >experience. GrogThing 2002-04-09 18:49:42
101 On, 4/9/2002, James said: > This is interesting to me because after reading Discworld, I found myself > tremendously inspired to re-build my ADD world in Fantasy Hero (my favorite > system before Fudge) > Who'd have believed Terry Pratchett wo JimDickinson 2002-04-09 18:45:36
102 Let me see if I understand this... KenHood 2002-04-09 18:44:00
103 Expanded Edition > came in :) that i really sat down and went through it and realized that it's > quite the opposite of what i thought - it's more complete than i could want, > because it leaves everything for me to deal with As i choose, When GmDslOnlyNet 2002-04-09 18:32:08
104 That is, men would, as a group, be more interested > in shopping if it meant a) never javing to leave the > house and b) they were shopping for super powers. GmDslOnlyNet 2002-04-09 18:32:06
105 bits, and it > works great. SOs 2002-04-09 17:23:58
106 rules as a Bad Thing. RobDonoghue 2002-04-09 17:13:02
107 was > to me. TimHuntley 2002-04-09 17:08:33
108 wrote... BrianAQuirt 2002-04-09 17:06:08
109 His CHA is low (presumably > because he is a half orc and not gifted in interpersonal > communication/relations) but my DM refuses to accept the fact that maybe, > just maybe, this half orc could intimidate someone using his brutal strength > Lizard 2002-04-09 16:16:14
110 ¡Saludetes! BetOte 2002-04-09 16:06:09
111 only Grey Ghost publication I > consider a "flop." Call it a learning experience. Lizard 2002-04-09 15:56:03
112 same point a few post ago. StephanBeal 2002-04-09 15:49:53
113 Didn't we just do this argument to death [again]? TimothyJMiller 2002-04-09 15:39:47
114 I'm unclear on the entire concept of "crunchy" at the moment. StephanBeal 2002-04-09 14:56:35
115 there are > other ways to play. GrogThing 2002-04-09 14:53:34
116 rules or with the Players perception of what >is "fare" and what is not "fare", and how "fare" the GM is. BillHamilton 2002-04-09 14:19:09
117 loved T2000! GrogThing 2002-04-09 13:47:52
118 Ann wrote... KenHood 2002-04-09 13:32:33
119 why is because he was thinking in his D&D Box - > it is not written, thus it cannot be done. JamesPacek 2002-04-09 13:11:17
120 are those who argue that the GM can do anything he wants anytime he > suddently change the combat rules on your players, see what their reaction is. StephanBeal 2002-04-09 12:24:14
121 April 08, 2002 9:37 PM Subject: Re: FUDGE: Crunchy Bits > "Thus broken rules teach players not to trust the GM, but the GM is only > "untrustworthy" because the rules are broken. DavidRCrowell 2002-04-09 10:31:08
122 think you are onto something here. StephanBeal 2002-04-09 10:08:06
123 saying I'm now less mature > than I was five years ago, now that I'm married and out of school? JimDickinson 2002-04-09 06:23:00
124 to > feel like they can manipulate the system. PSimmons 2002-04-09 02:18:45
125 "Thus broken rules teach players not to trust the GM, but the GM is only "untrustworthy" because the rules are broken. RodneyEBarnes 2002-04-09 01:37:05
126 this. RodneyEBarnes 2002-04-09 01:12:07
127 given aspect of the game. RodneyEBarnes 2002-04-09 00:45:39
128 I have admittedly been only skimming this thread at the moment, but to throw in my two cents: Crunchy rules and games can be a great aid if players are not familiar with the world/background. DavidRCrowell 2002-04-08 22:04:59
129 ¡Saludetes! BetOte 2002-04-08 19:43:44
130 John U. KenHood 2002-04-08 19:23:09
131 running >Fudge than when running D&D. MikeJones 2002-04-08 19:15:44
132 and >hinder the GM. MikeJones 2002-04-08 19:09:48
133 well-defined, or there are a lot of them, players are >>favored; when crunchy bits are few or vague, the GM is favored. GmDslOnlyNet 2002-04-08 19:02:07
134 in RPGs? PatRick 2002-04-08 18:00:52
135 This is a long post that's been sitting in my unsent-messages folder for nearly six months waiting on me to complete it. CarlCravens 2002-09-28 03:26:58
136 the bare minimum of its rules > (Story Element Combat) meant that what used to be a four-hour combat > turned into, at times, just _minutes_. Suddenly, I had a six-hour game > session that I couldn't fill... JOn 2002-10-02 00:13:06
137 question, then, is how can this shift be made more comfortable, and for > those of us trying to convert a player of the one style to our style of > play, how can we make it more _attractive_? RobertKnop 2002-09-28 12:09:26
138 possible to do the "I need to > stall two hours so I'll start a fight" trick in a rules-light system, > you just have to be more creative with how you handle the fight. DarrenHill 2002-10-02 23:29:40
139 specific issue where > (generalizing) rules light players tend to take issue with (generalizing) > rules-heavy players. Lizard 2002-04-09 17:32:05