Ep. 13: The Fractal


Unlucky 13, If I had planned it out better this would have been the Halloween episode. Ah well, such is life.

I’m going to stop apologizing for the audio quality since those of you on the discord made it incredibly obvious that I’m probably making mountains out of mole hills. Also I listened to some radio professionals and realized they make the exact same sounds.

In this episode I’m going to continue to pick apart the mechanical underpinnings of the Fudge RPG, specifically the way traits work in the game, and specifically how it gives rise to “The Bronze Rule” AKA the Supposed Fate Fractal. Its also the Fudge Fractal, the Icons Fractal, The Blood in Space Fractal, Etc.

Trying out Ko-fi to replace Patreon, so if you’d like to support the show please buy me a Ko-Fi

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)

 

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3 thoughts on “Ep. 13: The Fractal

  1. I hadn’t thought of it in these terms before, but treating everything as a character is basically what I did with Psi-punk.

    Everything from vehicles and drones to security software (what Shadowrun would call ICE) is handled as a character, with its own traits and wound tracks. Vehicles even have a mental track to represent computers, and security A.I. has a mental track called “Threat Level.”

    In the as-yet-unpublished corporate security sourcebook, even doors have Defensive Damage Factors, Gifts / Faults, and physical wound tracks.

    Treating things as characters really is a useful tool for building interesting encounters. Now that you have me thinking about this consciously, I’m curious what else I can do with it.

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