I guess Monday is a good day for off-topic posts. But what I am about to share with you, is just too awesome. I recently stumbled upon a web series called “Kestrel Investigates” about a British paranormal investigator called Agravain Kestrel and his elusive cameraman Mike. At first glance it might look like just another shaky paranormal investigation video blog on YouTube, but instead it’s a very British satire of the genre. In my opinion it’s brilliant!
Two series have been released at this point, and series three is currently being worked on. I have enjoyed every single episode tremendously and I can’t wait to see how the story of Agravain and Mike continues after the cliffhanger ending of the second series!
And to give this post some RPG-related spin, you can watch it as inspiration for the “The Unexplained” tabletop RPG. You can check out my review of said game here.
Since I first discovered it many years ago I have been struggling with Fudge. There are aspects I love like it’s skill system and dice mechanic, but other parts of the game totally confused me. Yesterday I actually realized what may have contributed to this confusion.
I don’t actually remember where I first learned about that game, but eventually I tried to track down a copy. The only official copy available in print at that time was the 10th Anniversary Edition. It’s a huge tome with many optional rules, variant rules, and tips on how you can handle things in your game. When I first read it I was utterly confused. The basic mechanics were simple and easy to understand, but I still wasn’t sure on how to actually do things.
I had some success running a Fudge game set into the Fallout universe. Using the computer game as a basis helped me deal with some of the issues I had with Fudge at this point. I just copied attributes and skills from the computer game and instead of gifts and faults I copied Fallout’s perks (which are basically just gifts).
You have to understand that Fudge is built on the premise that you as a GM can pick and choose on how you want to do things. You can freely pick which attributes you want in your game, what skills to use, how combat works, et cetera. But it also allows you to just “fudge things”. This means that you can easily have a game in which each player character has a totally different set of attributes. For checks you just use what you deem appropriate. The moment you accept that this is a possibility, the confusion begins to clear up. I too often worry that I am not playing a game “right”, as if this was a thing. I fear my brain is just wired that way. Realizing that “fudging it” was actually the right way to do things, or at least one acceptable method, made things click for me.
Sure, you can pick exactly what you want to use in your game. And at least when it comes to certain mechanics this might actually necessary to avoid discussions at the game table, BUT when it comes to attributes, skills, gifts, and faults, you have much more freedom.
I also noticed that it’s probably best to check out the free 1995 edition of Fudge first, before delving deeper into the 10th Anniversary Edition. It’s about 100 pages long and contains everything you need to get started. The larger 10th Anniversary Edition has more stuff, but it might also be a bit overwhelming at first. Alternatively I can also recommend picking up “The Unexplained” by Carnivore Games, which is not only a great introduction to Fudge, but also a very cool game in its own right – especially if you have a soft spot for ghost hunters, cryptozoologists, and UFO “researchers”. You can check out my review of said game here.
So what do I plan to do with my greater understanding of Fudge? I really don’t know yet. I haven’t really run anything in a while, and I still suffer from some anxiety. It isn’t that bad that I can’t make plans, but it’s still bad enough to keep me from making any concrete plans. I have at least two players who are basically willing to play everything I am interested to run, so I might run a Fudge one-shot to get my feet wet again. I’ll keep you updated.
So you may remember that I wrote at the start of November that I was going to do the NaGaDeMon challenge this year.
I managed to write and publish my game, going by the name of Raising Azazel. It is a PWYW on Drivethrurpg.
The challenge I signed up for was a FUDGE specific one. There are lots of different challenges in the NaGaDeMon community and the FUDGE one suited me and was technically a bit easier in that the core mechanics are already tried and tested. It then became more about creating the setting and the story background and then customising FUDGE to bring it all together.
A month is surprisingly short when you set a deadline at the end of it!
The game I released was virtually unedited, had only been played once and in hindsight has some rather important omissions such as there is space of the character sheet for experience but absolutely no rules for experience in the game.
I did create lots of bespoke art for the finished, and I use the word finished lightly, game but every single piece is in exactly the same size and format. If I were to do the page layout again I would recreate most of the art.
I wanted the rule book to be almost a graphic novel with all the background and game setting depicted that way. As it is you get one page of the graphic novel and then a few odd panels dotted through the book. Graphic novels are hard to write if you are rather talentless as a writer!
Still talking about layout there is one example explaining a rule that is separated off into a boxout but none of the others are. I think they all should be so they are easier to find.
Something that I had seen in Terry Amthor’s Shadow World books that people seem to love are his vignette scenes at the top of each chapter. I had wanted to recreate that but the problem is that these require artistic talent as a writer. I did come up with something rather cool. I grabbed a couple of public domain books, one on devil worship in the 19th century and one on astrology. I then changed the odd word here, inserted my characters names for historical figures and such like and used these as extracts from fictitious books. I think they were quite cool but I think I need one at the top of every chapter so that the layout is consistent.
On the topic of chapters. I thought that it would be cool to have the chapter names and headings in Latin as there is a church conspiracy running through the game. This was a bad idea! Did you know that Chapter Six in Latin is Caput Sex? That is neither scary or cool.
So I have a choice now. I can confine Raising Azazel to the depths of OBS, never to be mentioned again or I can revise, edit, fix and improve the game. As I enjoyed the work I have done on it so far I rather fancy the second option.
So I am planning to try out Indiegogo. In the new year, I am stacked out right now with projects, I am going to launch a campaign and try and get some funding to do the bits I cannot do well done properly. It will also teach me something about how Indiegogo works and how to run a campaign.
If you are still reading this and you haven’t already seen the link to Raising Azazel on the Stargazer’s World MeWe group then could I ask you to have a look and give me some critical feedback in the comments? I can then evaluate it and build a todo list that will become part of the Indygogo campaign.
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