Ep. 4: Building Fudge Games

edit: sorry also for the inaccuracy. Ignore my explanation of scale in this episode. I’ll clarify it in the next episode. Sorry.

Sorry for the delay, I’m feeling much better. I’m going to try to prerecord an episode or two ahead to prevent this in the future. This episode is all about answering questions, specifically this one:

[4:58 PM] Viaken: I’ve heard complaints that universal systems make everything “feel same-y”. Do you all do anything to avoid that? If so, what?

This is from the Plus or Minus Discord server, which you can join here.

In this episode we delve into the mechanical tweaks that several different Fudge derivatives have used to make themselves play and feel distinct. Specifically I contrast and compare Micro Fudge, Mutant Bikers of the Atomic Wasteland, Fate (Core and Accelerated), and Icons. Additionally I talk a little bit more about scale, a topic I will probably revisit in a few more shows covering specific applications in game design. Seriously, thank you all for waiting, listening, and a big thank you to those of you who have been kind enough to back me on Patreon.

Links

Music is Blind Love Dub by Jeris (c) copyright 2017 Licensed under a Creative Commons Attribution (3.0) license. http://dig.ccmixter.org/files/VJ_Memes/55416 Ft: Kara Square (mindmapthat)

2 thoughts on “Ep. 4: Building Fudge Games

  1. Are fate point uses outlined in the rules somewhere or like some D&D point uses purely based on the DMs approval?

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