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	<title>thedeadone.net &#187; Roleplaying</title>
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		<title>You know, Dungeons and Dragons is not all of the hobby right?</title>
		<link>http://thedeadone.net/blog/you-know-dungeons-and-dragons-is-not-all-of-the-hobby-right/</link>
		<comments>http://thedeadone.net/blog/you-know-dungeons-and-dragons-is-not-all-of-the-hobby-right/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 23:03:37 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[table top roleplaying]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=1192</guid>
		<description><![CDATA[I’ve been an RPG  gamer (I mean Pen and Paper/Tabletop version not computer games)1 for too many years to remember2 and at varying intensities over the years. Right now I have a regular once a week game (online using G+ Hangouts), do a bit of designing and enter lots of nerdy/geek discussions on it. And [...]]]></description>
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<p><p>I’ve been an RPG  gamer (I mean Pen and Paper/Tabletop version not computer games)<sup><a href="#footnote1">1</a></sup> for too many years to remember<sup><a href="#footnote2">2</a></sup> and at varying intensities over the years. Right now I have a regular once a week game (online using G+ Hangouts), do a bit of designing and enter lots of nerdy/geek discussions on it. And today my intertubes have been filled with the news that, lo and behold, there is to be a new version of a game about dungeons and the occasional dragons including an <a href="http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?pagewanted=all">article in the New York Times</a> where they talk about “crowdsourcing” this version.</p>
<p>I shrug my shoulders and worry about something else. I have no issue with Dungeons and Dragons RPG or any of the editions &#8211; however it has been come something of a standard or emblem of the whole roleplaying hobby. People who don’t really know much, if anything, about roleplaying will have heard of Dungeons and Dragons. And certainly it’s one of the grandfathers of the hobby.</p>
<p>But you know, it’s not <em>the</em> entire hobby at all. It’s a large <em>visible</em> portion sure. But it was not what got me into the hobby. I do not own any books from the series (though I have on many occasions flicked through the Player’s Guide). I only ever played two campaigns of it but only after first playing and running other games for ten years.</p>
<p>I wonder how non-gamers see the hobby. Do they think we all play Elves and Dwarfs raiding dungeons for loot using miniatures on a hexed sheet? I’ve played vampires in the modern day and the ancient world, fought the evils of technology and then donned black suits to keep the aliens secret. Wielded magic entwined with philosophy and esoteric theory and created alien races in the depths of space. I’ve even ran games of gods and demons fighting over the world.</p>
<p>Yet Dungeons and Dragons still forms the outsiders perception of the hobby. It really is the tip of the ice-berg you know. From open-source story systems to systems using CCGs (collectable card games), drawings, cards or beads instead of dice. From linear stories that explore “sedate” human relationships to the pure freeform pleasure of story telling.</p>
<p>And lets not forget LARPs (Live Action Roleplaying) that combine something like Historical Re-enactments with roleplaying and story-telling. While it’s never really been my cup of tea, people do put a lot of effort into them and they are hugely popular.</p>
<p>Yet none of that or news from other non-Dungeons and Dragon’s games gets an article in the new New York Times.</p>
<p><small><a name="#footnote1"><sup>1</sup></a>Yea, terms here are a bit confusing seeing that computer game players seemed to have co-opted the traditional terms we use such as “gamer” and “RPG”. </small></p>
<p><small><a name="#footnote2"><sup>2</sup></a>I think it’s about two decades now, my friends may have a more accurate accounting.</small><br />
<h3 class='related_post_title'>Related Posts:</h3>
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		<title>My first RPG map</title>
		<link>http://thedeadone.net/blog/my-first-rpg-map/</link>
		<comments>http://thedeadone.net/blog/my-first-rpg-map/#comments</comments>
		<pubDate>Wed, 01 Jun 2011 13:30:40 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[drawing]]></category>
		<category><![CDATA[Drawings]]></category>
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		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[RPG Maps]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=1102</guid>
		<description><![CDATA[Inspired by fictitious entry’s posts on maps and geomorphs and some of the maps done by Dyson Logos, I decided to try my hand at doing an RPG map. Here it is: There are lots of little mistakes, I should have left more space at the top to do the church more fully and I [...]]]></description>
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<p><p>Inspired by <a href="http://fictitiousentry.posterous.com/" target="_blank">fictitious entry</a>’s posts on maps and geomorphs and some of the maps done by <a href="http://rpgcharacters.wordpress.com/" target="_blank">Dyson Logos</a>, I decided to try my hand at doing an RPG map.</p>
<p>Here it is:</p>
<p><a href="http://thedeadone.net/wp-content/uploads/firstrpgmap.jpg"><img style="display: inline; border: 0px;" title="first-rpg-map" src="http://thedeadone.net/wp-content/uploads/firstrpgmap_thumb.jpg" border="0" alt="first-rpg-map" width="594" height="772" /></a></p>
<p>There are lots of little mistakes, I should have left more space at the top to do the church more fully and I scaled the “portal” at the bottom much bigger then I intended and&#8230; But who cares really. Normally my art projects require several iterations, references pieces, building ideas, etc. I did this in one sitting. Pencil to pen, very little sketching or references. And that was fun. It’s great to be able to do just draw. My kids draw like that. My son will draw a line and I’ll ask him, “what are you drawing?”, “I don’t know yet”. Same with this map, I started with the church and worked down. It’s like a mini-story, dead-end here, secret passage that the cultists use there and so on.</p>
<p>Of course, not that map couldn’t be done up as a proper art project. You just have to look at someone like <a href="http://fantasticmaps.wordpress.com/" target="_blank">Fantastic Maps</a> to see how beautiful maps can be.</p>
<p>I then saw this article about <a href="http://www.physorg.com/news/2011-05-tunnel-temple-mexico.html" target="_blank">recently discovered 1,800 year old tunnels under a temple in Mexico</a>. All I could think was, this would make a great idea for a dungeon map!<br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/the-rpg-blog-alliance/' title='The RPG Blog Alliance'>The RPG Blog Alliance</a></li>
<li><a href='http://thedeadone.net/blog/just-to-balance-out-my-previously-slightly-depressing-post-about-tabletop-gaming/' title='Just to balance out my previously slightly depressing post about tabletop gaming&#8230;'>Just to balance out my previously slightly depressing post about tabletop gaming&#8230;</a></li>
<li><a href='http://thedeadone.net/blog/is-it-really-coming-to-the-end-of-table-top-roleplaying/' title='Is it really coming to the end of Table top roleplaying?'>Is it really coming to the end of Table top roleplaying?</a></li>
<li><a href='http://thedeadone.net/blog/roleplaying-design-versus-facebook-versus-twitter-versus-buzz-eh/' title='Roleplaying Design versus Facebook versus Twitter versus Buzz, eh?'>Roleplaying Design versus Facebook versus Twitter versus Buzz, eh?</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
</ul>

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		<title>New Lost Heroes Image: Renegade Chosen Matthew</title>
		<link>http://thedeadone.net/blog/new-lost-heroes-image-renegade-chosen-matthew/</link>
		<comments>http://thedeadone.net/blog/new-lost-heroes-image-renegade-chosen-matthew/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 09:30:29 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[drawing]]></category>
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		<category><![CDATA[Lost Heroes RPG]]></category>
		<category><![CDATA[pencil]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=1044</guid>
		<description><![CDATA[If you’ve been following me on twitter (or sharing with me on Diaspora), you’ll probably have seen the work-in-progress photos of this image. It took me about 8 hours to do this. I suspect I could have done it in less time if I could have done it in one sitting, but I don’t have [...]]]></description>
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<p><p><a class="thickbox" href="http://thedeadone.net/wp-content/uploads/mod5.jpg"><img style="background-image: none; padding-left: 0px; padding-right: 0px; display: inline; padding-top: 0px; border: 0px;" title="mod5" src="http://thedeadone.net/wp-content/uploads/mod5_thumb.jpg" border="0" alt="mod5" width="417" height="753" /></a></p>
<p>If you’ve been following me on twitter (or sharing with me on Diaspora), you’ll probably have seen the work-in-progress photos of this image. It took me about 8 hours to do this. I suspect I could have done it in less time if I could have done it in one sitting, but I don’t have that luxury. I quite like it, it’s in theme and concept with my original idea.</p>
<p>I think I’ve come a long way in the last few years in terms of my drawings. I now approach an image as a project, which includes multiple iterations, design considerations, foundation work, etc. And this one was no different. I had a character designed from my Lost Heroes RPG project (I’m currently working on the rules a bit) and I wanted to do a new character image.</p>
<p>So this is Matthew, a Renegade Chosen. His body and face are covered in scars where he pulled himself together in the Void. His knife is actually the remains of a sword that he created while in the Void. It burned and melted away as he cut his way back to Earth. The knife allows him to make quick short trips into the Void and travel instantaneously to other places. However there is a darkness to his power, a manifestation of his power in the Void, a shadow.</p>
<div class="wp-caption alignleft" style="width: 254px"><a class="thickbox" href="http://thedeadone.net/wp-content/uploads/stage1.jpg"><img style="background-image: none; padding-left: 0px; padding-right: 0px; display: inline; padding-top: 0px; border: 0px initial initial;" title="stage1" src="http://thedeadone.net/wp-content/uploads/stage1_thumb.jpg" border="0" alt="stage1" width="244" height="184" align="left" /></a><p class="wp-caption-text">Initial design stage</p></div>
<div class="wp-caption alignright" style="width: 194px"><a class="thickbox" href="http://thedeadone.net/wp-content/uploads/stage2-2.jpg"><img style="background-image: none; padding-left: 0px; padding-right: 0px; display: inline; padding-top: 0px; border: 0px initial initial;" title="stage2-2" src="http://thedeadone.net/wp-content/uploads/stage2-2_thumb.jpg" border="0" alt="stage2-2" width="184" height="244" align="right" /></a><p class="wp-caption-text">One of the early stabs at layout</p></div>
<p>When coming up with the image design, I did sketch out some concepts, and figure out what the character should look like. I used a number of manga/anima books that I have as reference. They are clean sharp images. This allowed me to jump to the next stage and create a clean outline of the character.</p>
<p>But then came the power of the lightbox, my favourite piece of drawing equipment (besides pencils and pens). I created Matthew’s shadow and played around with placement of the “portal” and the shadow. Once I knew that worked, it pretty much started to fall into place.</p>
<p>Originally the shadow held a version of the sword that was complete, but the placement of it, looked bad. So I left it out. It’s nice how the image evolved though. This was the last stage before I started adding some shade:</p>
<p><a class="thickbox" href="http://thedeadone.net/wp-content/uploads/mod3.jpg"><img style="background-image: none; padding-left: 0px; padding-right: 0px; display: inline; padding-top: 0px; border: 0px;" title="mod3" src="http://thedeadone.net/wp-content/uploads/mod3_thumb.jpg" border="0" alt="mod3" width="263" height="470" /></a></p>
<p>If I had a graphics tablet I could probably do more of these stages online and tidy up the image better, but I do enjoy using a pen or a pencil on paper.</p>
<p>Now back to actually doing some writing! <img class="wlEmoticon wlEmoticon-smile" style="border-style: none;" src="http://thedeadone.net/wp-content/uploads/wlEmoticon-smile1.png" alt="Smile" /><br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/final-renderings-and-access-to-an-a3-scanner/' title='Final renderings and access to an A3 scanner!'>Final renderings and access to an A3 scanner!</a></li>
<li><a href='http://thedeadone.net/blog/some-new-art-work-meave-and-dead-eyes/' title='Some new art work: Meave and Dead Eyes'>Some new art work: Meave and Dead Eyes</a></li>
<li><a href='http://thedeadone.net/blog/playing-with-the-lost-heroes-rpg-book-of-gods-cover/' title='Playing with the Lost Heroes RPG: &#8220;Book of Gods&#8221; Cover'>Playing with the Lost Heroes RPG: &#8220;Book of Gods&#8221; Cover</a></li>
<li><a href='http://thedeadone.net/blog/satyrs-and-goddesses/' title='Satyrs and Goddesses'>Satyrs and Goddesses</a></li>
<li><a href='http://thedeadone.net/blog/dead-desktop-pc-more-drawings/' title='Dead Desktop PC = More Drawings'>Dead Desktop PC = More Drawings</a></li>
</ul>

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		<title>Review part 1 of my Custom Dice</title>
		<link>http://thedeadone.net/blog/review-part-1-of-my-custom-dice/</link>
		<comments>http://thedeadone.net/blog/review-part-1-of-my-custom-dice/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 20:02:34 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
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		<category><![CDATA[cthulhu]]></category>
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		<guid isPermaLink="false">http://thedeadone.net/?p=911</guid>
		<description><![CDATA[As part of winning these custom dice, I have to do a review of them. However I haven’t gamed in months, certainly not since I received the dice. So instead I’m doing a “part 1” of the review now, which is, in a sense, a bit weird as it’s my design on the dice! Part [...]]]></description>
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<p><p><a href="http://thedeadone.net/wp-content/uploads/DSCN27761.jpg"><img class="alignright" style="display: inline; margin: 5px;" title="Dice!" src="http://thedeadone.net/wp-content/uploads/DSCN27761_thumb.jpg" border="0" alt="Dice!" width="135" height="178" align="right" /></a> As part of <a href="http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/">winning these custom dice</a>, I have to do a review of them. However I haven’t gamed in months, certainly not since I received the dice. So instead I’m doing a “part 1” of the review now, which is, in a sense, a bit weird as it’s my design on the dice! Part 2 will come when I actually get to game.</p>
<div class="wp-caption alignleft" style="width: 179px"><a href="http://thedeadone.net/wp-content/uploads/DSCN2780.jpg"><img style="display: inline; margin: 5px;" title="My Fudge Dice" src="http://thedeadone.net/wp-content/uploads/DSCN2780_thumb.jpg" border="0" alt="My Fudge Dice" width="169" height="128" align="left" /></a><p class="wp-caption-text">My Fudge Dice</p></div>
<p>So in lieu of not actually gaming with them, I grabbed my big bag of dice and compared them to my other fudge dice. I bought a set of 16 dice from Grey Ghosts years ago. Comparing them physically the dice are all the same size. Of course my new dice are printed rather than engraved like my current fudge dice. Just rolling them randomly on the table together I notice no difference in them.</p>
<p>Visually there is certainly no problem in picking out pluses and minus when you roll a bunch together. In fact I think it’s easier, the pluses and minuses on the printed dice are bigger, check out the slightly fuzzy photo below:</p>
<p><a href="http://thedeadone.net/wp-content/uploads/DSCN2784.jpg"><img class="alignnone" style="display: inline; margin: 5px;" title="DSCN2784" src="http://thedeadone.net/wp-content/uploads/DSCN2784_thumb.jpg" border="0" alt="DSCN2784" width="244" height="184" /></a></p>
<p>I think though that my little Cthulhu icon on the blank side feels quite contracted on the dice compared to the other sides. But that may be an artefact of the design more so than the dice itself. However the quality of the print is impressive. The detail is quite vivid (though you may not be able to tell from my bad photography).</p>
<div class="wp-caption alignright" style="width: 151px"><img style="display: inline; margin: 5px; border: 0px initial initial;" title="face" src="http://thedeadone.net/wp-content/uploads/face1.jpg" border="0" alt="face" width="141" height="138" /><p class="wp-caption-text">The original design, in case you&#39;ve forgotten!</p></div>
<p><a href="http://thedeadone.net/wp-content/uploads/DSCN2782.jpg"><img class="alignnone" style="display: inline; margin: 5px;" title="DSCN2782" src="http://thedeadone.net/wp-content/uploads/DSCN2782_thumb.jpg" border="0" alt="DSCN2782" width="244" height="184" /></a></p>
<p>Certainly if you wanted to get some icon on a dice, this would be a be a great way to do it.</p>
<p>I’ve rubbed them and rolled them, and so far, none of the print has come off. So it seems quite sturdy. I have been keeping them in my big bag of dice these last few months and no damage to the print at all from being tossed about.</p>
<p>Overall I’m quite happy with them, hopefully they’ll prove to be my “lucky” dice. I think they’ll be kina cool too if I go to cons with them, though I’m generally not big into showing off my geek status. I managed to meet up with my roleplaying group and showed them the dice, which got a good “ah cool!” from everyone. So that’s a decent objective measure there. <img src='http://thedeadone.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/' title='My Cthulhu/thedeadone Fudge Dice!'>My Cthulhu/thedeadone Fudge Dice!</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
<li><a href='http://thedeadone.net/blog/the-rpg-blog-alliance/' title='The RPG Blog Alliance'>The RPG Blog Alliance</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/magic-character-add-on-idea/' title='Magic Character add-on idea'>Magic Character add-on idea</a></li>
</ul>

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		<title>My Cthulhu/thedeadone Fudge Dice!</title>
		<link>http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/</link>
		<comments>http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 22:18:21 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
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		<description><![CDATA[So I won a competition from dicecreator to get my own custom dice, which rocks. So I spent an afternoon working on the design. I’m sure you’ve seen my the Cthulhu-inspired image on the front of this webpage (and it doubles as my twitter icon) but if not, here it is again. I thought this [...]]]></description>
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<p><p>So I won a <a href="http://dicecreator.wordpress.com/2010/06/25/print-me-a-die-raffle/">competition</a> from dicecreator to get my own custom dice, which rocks. So I spent an afternoon working on the design. I’m sure you’ve seen my the Cthulhu-inspired image on the front of this webpage (and it doubles as my twitter icon) but if not, here it is again.</p>
<p><a href="http://thedeadone.net/wp-content/uploads/DecorativeCthulhu.BMP.jpg"><img style="display: block; float: none; margin-left: auto; margin-right: auto; border: 0px;" title="Decorative Cthulhu.BMP" src="http://thedeadone.net/wp-content/uploads/DecorativeCthulhu.BMP_thumb.jpg" border="0" alt="Decorative Cthulhu.BMP" width="244" height="239" /></a></p>
<p>I thought this might make a cool face on one of the dice, so I went about re-working it a bit, using my trusty lightbox. I’m sure I could have done the re-work on the computer exclusively but I still like to use pencil and pens. It’s more satisfying somehow, at least for me.</p>
<p><a href="http://thedeadone.net/wp-content/uploads/DSC03296.jpg"><img class="alignnone" style="display: inline; margin-left: 0px; margin-right: 0px; border: 0px initial initial;" title="DSC03296" src="http://thedeadone.net/wp-content/uploads/DSC03296_thumb.jpg" border="0" alt="DSC03296" width="244" height="184" /></a> <a href="http://thedeadone.net/wp-content/uploads/face.jpg"><img class="alignnone" style="display: inline; margin-left: 0px; margin-right: 0px; border: 0px initial initial;" title="face" src="http://thedeadone.net/wp-content/uploads/face_thumb.jpg" border="0" alt="face" width="208" height="203" /></a></p>
<p>I removed the background, filled in his wings which highlighted the tentacles much better. I was keeping in mind how it would look on a small dice.</p>
<p>I wanted “Fudge Dice”. Fudge dice has two faces with plus “+”, two with minus “-” and the final two blank. Keeping the Cthulhu theme, the minus and plus have to be tentacles! <img src='http://thedeadone.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I cheated though, I drew one <em>half</em> of a tentacle and then using my lightbox built up a minus and plus.</p>
<p><a href="http://thedeadone.net/wp-content/uploads/DSC03298.jpg"><img class="alignnone" style="display: inline; border: 0px initial initial;" title="DSC03298" src="http://thedeadone.net/wp-content/uploads/DSC03298_thumb.jpg" border="0" alt="DSC03298" width="244" height="184" /></a> <a href="http://thedeadone.net/wp-content/uploads/minus.jpg"><img class="alignnone" style="display: inline; border: 0px initial initial;" title="minus" src="http://thedeadone.net/wp-content/uploads/minus_thumb.jpg" border="0" alt="minus" width="244" height="70" /></a> <a href="http://thedeadone.net/wp-content/uploads/WHITE002.jpg"><img class="alignnone" style="display: inline; border: 0px initial initial;" title="WHITE-002" src="http://thedeadone.net/wp-content/uploads/WHITE002_thumb.jpg" border="0" alt="WHITE-002" width="243" height="244" /></a></p>
<p>But, I won two customised dice and didn’t want to waste the opportunity with just one design! Using some themes from stuff I did for Lost Heroes RPG and the same technique as the tentacles, I came up with theses:</p>
<p><a href="http://thedeadone.net/wp-content/uploads/minus1.jpg"><img class="alignnone" style="display: inline; border: 0px initial initial;" title="minus" src="http://thedeadone.net/wp-content/uploads/minus_thumb1.jpg" border="0" alt="minus" width="244" height="47" /></a> <a href="http://thedeadone.net/wp-content/uploads/plus.jpg"><img class="alignnone" style="display: inline; border: 0px initial initial;" title="plus" src="http://thedeadone.net/wp-content/uploads/plus_thumb.jpg" border="0" alt="plus" width="244" height="230" /></a></p>
<p>Now with my two designs, I sent them.</p>
<p>And I got the results in my hand right now:</p>
<p><a href="http://thedeadone.net/wp-content/uploads/DSC03328.jpg"><img class="alignnone" style="display: block; border: 0px initial initial;" title="DSC03328" src="http://thedeadone.net/wp-content/uploads/DSC03328_thumb.jpg" border="0" alt="DSC03328" width="277" height="294" /></a></p>
<p>I think they look rather cool myself! <img src='http://thedeadone.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>(I’ll write up my initial impressions in another post)<br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/review-part-1-of-my-custom-dice/' title='Review part 1 of my Custom Dice'>Review part 1 of my Custom Dice</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/magic-character-add-on-idea/' title='Magic Character add-on idea'>Magic Character add-on idea</a></li>
<li><a href='http://thedeadone.net/blog/cthulhu-by-my-six-year-old/' title='Cthulhu by my six year old!'>Cthulhu by my six year old!</a></li>
</ul>

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		<title>Magic Character add-on idea</title>
		<link>http://thedeadone.net/blog/magic-character-add-on-idea/</link>
		<comments>http://thedeadone.net/blog/magic-character-add-on-idea/#comments</comments>
		<pubDate>Mon, 29 Jun 2009 19:33:41 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Lost Heroes RPG]]></category>
		<category><![CDATA[roleplaying]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=716</guid>
		<description><![CDATA[While working on the Fudge One Month Adventure Challenge (I&#8217;m not going to finish it in time, but that&#8217;s not really the point), I had an idea for a RPG magic system. I was thinking about how to put the entire system on a single page for the adventure I&#8217;m writing, including a magic system [...]]]></description>
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<p><p style="text-align: left;">While working on the <a href="http://lostheroesrpg.com/blog/rumblings-and-fun-in-the-fudge-rpg-community/">Fudge One Month Adventure Challenge</a> (I&#8217;m not going to finish it in time, but that&#8217;s not really the point), I had an idea for a RPG magic system. I was thinking about how to put the entire system on a single page for the adventure I&#8217;m writing, including a magic system and I wanted to keep it simple to understand. <a href="http://games.groups.yahoo.com/group/fudgecommunity/message/1387">A brief discussion on the mailing list</a> and it got me thinking about <em>what magic should be in a roleplaying game</em>.</p>
<p style="text-align: left;">I know, this is a big can of worms and everyone but everyone has an opinion about what should a magic system be or how it should feel etc.  But this is about what I think magic should be like in a game, not anyone elses and my feeling is that magic should be strange, weird and mysterious. Of course this is completely at odd with the mechanical/systematic nature of roleplaying systems and settings. You need magic to be some what systematic otherwise it is nothing more than random rolls on a table. I also think magic users should be different to everyone else, they should see and react to the world different. They live in a world-view that&#8217;s is alien to the average joe, that&#8217;s what makes them magic users. Be that world-view spirits and demons or UFOs and aliens.</p>
<p style="text-align: left;"><span id="more-716"></span></p>
<p style="text-align: left;">World of Darkness&#8217; Mage does this by using &#8220;paradox&#8221;. When you use magic that breaks reality, you&#8217;re character gains paradox points, which build up until they explode in some weird (and fun) way. Paradox backlashes (as they were called) were often the most fun part of playing Mage, basically when magic goes wrong. Ars Magica magic does something similar with Twilight, where a magic user can botch and enter a state of madness and come back, sometimes with a flaw or sometimes with a great insight to an element of magic.</p>
<p style="text-align: left;">My idea is rather simple and I think you can slap it on top of nearly any systematic magic system. I&#8217;d like to hear if people think they like it or not. As a magic user gets better at magic, they also move further from reality or the rest of the world&#8217;s understanding of reality. At each pivotal increase in understanding (i.e. each increase in magical ability beyond the first), they gain a &#8220;rule&#8221;. This rule can be determined randomly using tables, the GM may decide it in secret and the player has to figure it out in game or the player and the GM can design something together.</p>
<p style="text-align: left;">The first rule affects the way they do magic It could be that when they perform magic, all the plants nearby die, windows show distracting what-if visions to the magic-user, etc. But they also gain some special advantage, such as being able to generate fire without a source, have a much looser restriction on magic casting times, etc.</p>
<p style="text-align: left;">The bigger the increase in magic, the bigger the effect or scope of the rule and it&#8217;s consequential advantage. At the highest levels, it just goes off all the time, the magic user can&#8217;t never pass through a doorway, because they&#8217;ll end up somewhere else or they cover up statues because if the magic user sees the eye of a statue, it comes to life.</p>
<p style="text-align: left;">If they choose to stop using magic, and stop practicing it, the rules will fade away over time, but if they ever try to use their magic again, all the rules will come back.</p>
<p style="text-align: left;">But to offset it a bit and offer players some control, the player should be able to spend their XP to add conditions to any of these rules, to lessen their effects. They can&#8217;t buy out the rule but they can restrict it&#8217;s scope. They could add a condition such as &#8220;never on Tuesdays&#8221;, &#8220;not when I&#8217;m wearing blue&#8221;, etc.</p>
<p style="text-align: left;">With this sort of system, magic characters become strange and mysterious. No two will be alike and they&#8217;ll act strangely to average joes. But they&#8217;ll also be fun. I&#8217;m very tempted to flesh it out into a full system and add to my <a href="http://lostheroesrpg.com">lost heroes rpg</a>. What do you think? Would this add an element of mystery and fun to a plain vanilla magic user character?</p>
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/review-part-1-of-my-custom-dice/' title='Review part 1 of my Custom Dice'>Review part 1 of my Custom Dice</a></li>
<li><a href='http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/' title='My Cthulhu/thedeadone Fudge Dice!'>My Cthulhu/thedeadone Fudge Dice!</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
<li><a href='http://thedeadone.net/blog/satyrs-and-cityscapes-exploring-some-new-techniques/' title='Satyrs and Cityscapes: Exploring some new techniques'>Satyrs and Cityscapes: Exploring some new techniques</a></li>
</ul>

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		<title>The Big-Pile-Of-Skills problem</title>
		<link>http://thedeadone.net/blog/the-big-pile-of-skills-problem/</link>
		<comments>http://thedeadone.net/blog/the-big-pile-of-skills-problem/#comments</comments>
		<pubDate>Thu, 10 Jul 2008 07:30:29 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[big pile of skills]]></category>
		<category><![CDATA[DnD]]></category>
		<category><![CDATA[Fantasy]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Riddle-of-Steel]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[tdo fudge professions]]></category>
		<category><![CDATA[vampires]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=475</guid>
		<description><![CDATA[I&#8217;ve been struggling with a roleplaying-gaming design issue. It&#8217;s probably just my own pet-hate. It&#8217;s something I call the &#8220;Big Pile of Skills&#8221; problem. When creating a roleplaying character, there is nearly always a section on &#8220;Skills&#8221;. Most of the time you can choose any Skill you like and invest points into them. Some systems have some concept of grouping Skills like D&#38;D&#8217;s Class system and Riddle of Steel&#8217;s Skill Packets. But most of the modern day systems I&#8217;ve played just [...]]]></description>
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<p><p>I&#8217;ve been struggling with a roleplaying-gaming design issue. It&#8217;s probably just my own pet-hate. It&#8217;s something I call the &#8220;Big Pile of Skills&#8221; problem.</p>
<p>When creating a roleplaying character, there is nearly always a section on &#8220;Skills&#8221;. Most of the time you can choose any Skill you like and invest points into them. Some systems have some concept of grouping Skills like D&amp;D&#8217;s Class system and Riddle of Steel&#8217;s Skill Packets. But most of the modern day systems I&#8217;ve played just let you pick any skills you like.  I&#8217;m under the impression that most players considered this a good thing and limiting character choices to a select set of groups is considered Bad<sup>tm</sup>.<br />
<span id="more-475"></span><br />
Let me explain the issue by way of example. I try to create a modern day character based on my own &#8220;Skillset&#8221; as an embedded programmer. Most generic or non-futuristic systems would have a Skill called &#8220;Computers&#8221;. By taking this Skill, your character knows stuff about computers. This Skill would allow you to attempt to build any sort of software, use computers at an expert level and in many cases allow you to attempt to hack any security system. Pity my profession isn&#8217;t so cool. Certainly &#8220;Computers&#8221; as a granularity is too vague. But if you break it down, into &#8220;Computer Use&#8221;, &#8220;Hacking&#8221;, &#8220;Geek Trivial&#8221;, &#8220;Embedded Programming Techniques&#8221;, &#8220;Web Programming&#8221;, &#8220;Blogging&#8221;, &#8220;Internet Memes&#8221;, &#8220;Barack Obama&#8221;, etc., I&#8217;d quickly run out of points and end up with some body who can program really well but can&#8217;t actually use a computer, which is nonsense.</p>
<p>For a long while I wondered why it was more fun to design a character&#8217;s powers than pick their skills. Picking a character&#8217;s skills is prep work for designing their <em>&#8220;cool&#8221;</em> powers, choosing skills that will support them. Which should be considered wrong. It&#8217;s a because it&#8217;s a bad &#8220;experience&#8221; when figuring out the mundane aspects of a character. I guess stuff like powers, magics, gifts, etc. are more exciting but I think they are also more character defining (like super-heroes are often defined by their powers) and they focus nearly exclusively on what they can do and how to use them. I think in part, thats why mortal-characters often appear boring. Not because playing a mortal is any less interesting than playing a super-powered critter, but that a mortal, from the system perspective, is just a bunch of Skills.</p>
<p>For me, Skills should be what you character can do, but most Skill lists read like a CV/resume hit-list. What does &#8220;Academics&#8221; mean? What the hell can you do with that? <a href="http://www.fudgerpg.com/">Fudge</a>, my favourite hackable RPG system, isn&#8217;t so strict on its interpretation of what a Skill is. It has Attributes and it has Skills but only as implementation of Traits and it doesn&#8217;t mandate what Skills you have in your Skill List, so I could take &#8220;Embedded Computer Programming&#8221; with a little &#8220;Web Programming&#8221; on the side to cover what I can do as a programmer.</p>
<p>The problem really manifests when you&#8217;re trying to create a brand new character, not necessarily based on what you know. You end up taking sets of skills to cover what you think your character should be able to do. Leading to the Big-Pile-Of-Skills mess. Most of the time, I think this is acceptable, it&#8217;s fine in fantasy-based settings where the characters are, lets face it, a tad unrealistic anyway (come on undetected Vampires in the modern day?). Players will tweak their Skills based on how effective they are in-game, meaning that many of the player-characters start to have a similar feel as they &#8220;buy up&#8221; the necessary Skills.</p>
<p>Creating normal human characters should be fun but not so unrealistic to break the suspension of disbelief. So I&#8217;ve been mulling around some ideas in my head, mostly for Fudge. I don&#8217;t want a tight restrictive system like Classes but I still what the freedom of free-for-all Skills. For a start, Skills should only define what makes your character interesting. What can you character do that is unexpected or different from everyone else. What makes them an individual? (If everyone has a big-pile-of-skills, then you&#8217;re about as random as everyone else&#8230;) In fact, Skills is the wrong word. I think of stuff to put down on my CV when I read Skills, which isn&#8217;t what I want to put down on my character sheet, I don&#8217;t think.</p>
<p>I&#8217;ve started playing around some some sort of &#8220;solution&#8221; for this. Instead of just a Skill list, you take a Profession, Trade or a Role in Society and then some extra Skills you&#8217;ve picked up along the way. This is what ever your character does for a living in the setting. It has a rating like Skills and Attributes. At low rates, such as Poor or Mediocre in Fudge, you&#8217;re only at a trainee level or simply new to the work. Fair or greater indicate a decent level of competence in the Profession. The trait&#8217;s rating does not define the career path. Often careers are made up of several different distinct Professions. For example Student, Programmer, Consultant and Manager should all be considered different Profession traits, not trait rankings. You can easily create a &#8220;Loser&#8221; this way by purposely ranking their Profession trait low (such as Poor) and make a serious underachiever.</p>
<p>Professions are not a set of Skills related to the specific function of that Profession. Professions often give a character access to a great wealth of abilities and tools. (Professions would also feed in to their lifestyle and resources). A Software Engineer would probably have a decent computer at home bundled with great development software, would be a good problem solver generally and could easily work out how to use most modern day gadgets with easy. A Salesperson would have good interpersonal skills, has a good insight into people&#8217;s motivations, can bullshit like no-other, etc. Players should probably write down a few notes about what <em>they think</em> the Profession is (what they think their character can do with it) and the Games Master can clarify it with them. Profession traits should probably be treated as something between Skills and Attributes for XP cost and other resource-allocation costs but be treated like Skills for most everything else.</p>
<p>You should also be able to take Specialities within the Profession. Such Specialities give you a +1 with tasks that use that Speciality but cause a -1 to any other non-speciality task. You can increase the bonus of that Speciality by taking it a second time up to a max of +3 (but the inverse is also true meaning it&#8217;ll give you a -3 on any other task). For each level of the Profession above Fair, you have to take a level of Speciality. For example a Surgeon might have the Profession Doctor with a speciality in Plastic Surgery. This would mean they are great at what they do but wouldn&#8217;t be as great on a different type of surgery though they know the basics.</p>
<p>Professions would have to be considered narratively when applying them to a task, nearly like Gifts with ratings than Skills. I think a character&#8217;s Attributes should also play a part in what they can do with a Profession, however I haven&#8217;t come up with a strict/controlled system that would work in Fudge. The best thing to do with be to let the Games Master apply a -3 to +3 modifier based on an applicable Attribute. Professions (and Specialities) can be applied outside of their fields (with negative modifiers) as appropriate. A Cars Salesman should be able to try fast-talking their way out of trouble, for example.</p>
<p>Characters can have several active Professions. They can also have previous Professions but they degrade over time, perhaps losing up to a full level each year. Certain Professions will subsume old Professions (Student gets subsumed by the first Job for example). If a character using an inactive Profession goes up against another character using a active Profession, then the inactive Profession should be at a -1. Players should not be expected to detail all their characters previous Professions, only the ones they deem relevant to describe the character. They can always take one or two Skills extra to represent the left-overs of the previous Professions. I haven&#8217;t worked out how you should model moving or changing Professions. A new Professions would require buying each level individually but if the new Profession is similar in field or type of work it should be possible to start at a higher level or even use the same level as the previous Profession. Old inactive Professions might be turned into Skills if the character continues to practice certain aspects.</p>
<p>Professions shouldn&#8217;t be just jobs. They can be also Roles in Society, as mentioned initially, ush as House-wife/husband, Homeless, Student, etc. are all completely valid Professions as long as the character does that as their way of life.</p>
<p>Once a player has chosen Professions for the character, they can then chose a few Skills, not too many. These are more like the old Skills, but describe things the character can do that is outside of their active Professions. Perhaps they do sports, play musical instruments, write (books), etc.</p>
<p>Using Professions as traits, you could create a Salesperson who develops psychic powers, a Homeless person that was once a powerful business owner, an office worker who is barely keeping it together, etc. The system describes the character, much like saying a Vampire with that can control others with their mind (Vampire with Dominate).</p>
<p>What does any one think?<br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/rpg/tdo-combat-fudge-v01/' title='TDO Combat Fudge v0.1'>TDO Combat Fudge v0.1</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/review-part-1-of-my-custom-dice/' title='Review part 1 of my Custom Dice'>Review part 1 of my Custom Dice</a></li>
<li><a href='http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/' title='My Cthulhu/thedeadone Fudge Dice!'>My Cthulhu/thedeadone Fudge Dice!</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
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		<title>Fudge Passions v0.2 (a extension for the Fudge RPG system)</title>
		<link>http://thedeadone.net/blog/fudge-passions-v02/</link>
		<comments>http://thedeadone.net/blog/fudge-passions-v02/#comments</comments>
		<pubDate>Thu, 29 May 2008 16:12:47 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Fudge Passions]]></category>
		<category><![CDATA[Lost Heroes RPG]]></category>
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		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[Story Hooks]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=468</guid>
		<description><![CDATA[Continuing on from Story Hooks, this is the second part of item 8 of the L___ H_____ system. Update #1: Fudge Passions by Mark Cunningham is licensed under a Creative Commons Attribution 3.0 Unported License. Fudge Passions v2.0 Fudge Passions was originally conceived as a way to link a character&#8217;s emotional state to other parts [...]]]></description>
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<p><p>Continuing on from <a href="http://thedeadone.net/blog/story-hooks-v02/">Story Hooks</a>, this is the <a href="http://thedeadone.net/blog/1-viable-item-left-on-my-list-to-do/">second part of item 8</a> of the <a href="http://thedeadone.net/tag/lh">L___ H_____</a> system.</p>
<p><strong>Update #1:</strong> <a rel="license" href="http://creativecommons.org/licenses/by/3.0/"><img style="border-width:0" src="http://creativecommons.org/images/public/somerights20.png" alt="Creative Commons License" align="right" /></a><span>Fudge Passions</span> by <a rel="cc:attributionURL" href="http://thedeadone.net">Mark Cunningham</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 Unported License</a>.</p>
<h1>Fudge Passions v2.0</h1>
<p>Fudge Passions was originally conceived as a way to link a character&#8217;s emotional state to other parts of the system (like Gifts or Powers). It is built as an addition to the <a href="http://fudgerpg.com/">Fudge</a> RPG system but also replaces Fudge Points (Passion Points replace Fudge Points). It was designed and tested in parallel with my <a href="http://thedeadone.net/blog/story-hooks-v02/">Story Hooks</a> system but both can be used independently.</p>
<p><span id="more-468"></span></p>
<h2><em>What is a Passion Trait?</em></h2>
<p>Characters have a minimum of two <em>Passion</em> <em>Traits</em>. A Passion Trait (or just <em>Passion</em>) is made up of rating, an <em>Emotion</em> (also called the <em>Driving Emotion</em>) and a <em>Tie</em> (also called the <em>Emotional Tie</em>).</p>
<p>A Driving Emotion is a single word describing the overall feel or emotional impact the Passion has on the character. It does not have to be positive, negative Driving Emotions are just as useful.</p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="262" valign="top"><strong>Example Driving Emotions</strong></td>
</tr>
<tr>
<td width="262" valign="top">Joy (Happiness)</td>
</tr>
<tr>
<td width="262" valign="top">Love (Worship, Affection)</td>
</tr>
<tr>
<td width="262" valign="top">Lust (Jealousy, Envy)</td>
</tr>
<tr>
<td width="262" valign="top">Anger</td>
</tr>
<tr>
<td width="262" valign="top">Fear</td>
</tr>
<tr>
<td width="262" valign="top">Hatred</td>
</tr>
<tr>
<td width="262" valign="top">Guilt (Regret)</td>
</tr>
<tr>
<td width="262" valign="top">Pride (Vanity)</td>
</tr>
<tr>
<td width="262" valign="top">Curiosity (Innocence)</td>
</tr>
<tr>
<td width="262" valign="top">Frustration (Powerlessness)</td>
</tr>
<tr>
<td width="262" valign="top">Despair</td>
</tr>
<tr>
<td width="262" valign="top">Grief</td>
</tr>
<tr>
<td width="262" valign="top">Regret</td>
</tr>
<tr>
<td width="262" valign="top">Hope (Faith)</td>
</tr>
<tr>
<td width="262" valign="top">Apathy (Indifference)</td>
</tr>
<tr>
<td width="262" valign="top">Anxiety (Dread)</td>
</tr>
<tr>
<td width="262" valign="top">Depression (Sadness)</td>
</tr>
<tr>
<td width="262" valign="top">Duty</td>
</tr>
<tr>
<td width="262" valign="top">Embarrassment</td>
</tr>
</tbody>
</table>
<p>The Emotional Tie describes what the Passion is about. It is only a short sentence describing the concept of the Passion. If you also use the Story Hooks system, Passions of a certain rank require a Story Hook and so allow the player to expand on the Passion.</p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="310" valign="top"><strong>Example Emotional Ties</strong></td>
</tr>
<tr>
<td width="310" valign="top">Vengeance for the death of my family</td>
</tr>
<tr>
<td width="310" valign="top">Cars/Racing</td>
</tr>
<tr>
<td width="310" valign="top">Loss of my Lover</td>
</tr>
<tr>
<td width="310" valign="top">My Family</td>
</tr>
<tr>
<td width="310" valign="top">Companionship</td>
</tr>
<tr>
<td width="310" valign="top">Priesthood</td>
</tr>
<tr>
<td width="310" valign="top">Oath</td>
</tr>
</tbody>
</table>
<p>Based on the seven rank Fudge scale, Passion traits are rated thusly:</p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="73" valign="top"><strong>Numeric Value</strong></td>
<td width="208" valign="top"><strong>Passion Rating</strong></td>
<td width="170" valign="top"><strong>Normal Fudge Trait Equivalent</strong></td>
</tr>
<tr>
<td width="73" valign="top">-4</td>
<td width="208" valign="top">-</td>
<td width="170" valign="top">Terrible -1</td>
</tr>
<tr>
<td width="73" valign="top">-3</td>
<td width="208" valign="top">Interested (Temporary)</td>
<td width="170" valign="top">Terrible</td>
</tr>
<tr>
<td width="73" valign="top">-2</td>
<td width="208" valign="top">Curious (Temporary)</td>
<td width="170" valign="top">Poor</td>
</tr>
<tr>
<td width="73" valign="top">-1</td>
<td width="208" valign="top">Enthusiastic</td>
<td width="170" valign="top">Mediocre</td>
</tr>
<tr>
<td width="73" valign="top">0</td>
<td width="208" valign="top">Passionate</td>
<td width="170" valign="top">Fair</td>
</tr>
<tr>
<td width="73" valign="top">+1</td>
<td width="208" valign="top">Dedicated/Committed</td>
<td width="170" valign="top">Good</td>
</tr>
<tr>
<td width="73" valign="top">+2</td>
<td width="208" valign="top">Addicted</td>
<td width="170" valign="top">Great</td>
</tr>
<tr>
<td width="73" valign="top">+3</td>
<td width="208" valign="top">Obsessed</td>
<td width="170" valign="top">Superb</td>
</tr>
<tr>
<td width="73" valign="top">+4</td>
<td width="208" valign="top">All-Consuming/Burning</td>
<td width="170" valign="top">Legendary</td>
</tr>
<tr>
<td width="73" valign="top">+5</td>
<td width="208" valign="top">Madness</td>
<td width="170" valign="top">Legendary +1</td>
</tr>
</tbody>
</table>
<p>A Passion at <em>Interested </em>or<em> Curious </em>is only a <em>Temporary Passion</em> and must be brought up to at least <em>Enthusiastic </em>or <em>Passionate</em> before it is considered a <em>Permanent Passion</em>.</p>
<p>A Passion at <em>Obsessed</em> causes a -1 penalty to all the other character&#8217;s Passion Traits but Passion Points are earned at a higher rate for this Passion.</p>
<p>A Passion at <em>All-Consuming</em> blocks out all other Passions. Like Obsessed the character can earn Passion Points for this Passion at the higher rate but with loser restrictions. For certain tasks, the Passion can be used instead of the Attribute or Skill as long as it falls within the scope of the Passion. If the character is blocked from the subject of their passion, they start to lose points. However they can be temporarily pushed into <em>Madness</em>.</p>
<p>Madness has all the flaws and benefits of All-Consuming. However the character has gone mad and isn&#8217;t really in control of themselves. The only way to save such a character is to give up the Passion and take a new Fault (something in keeping with the theme of the character madness).</p>
<p>A Passion Trait should generally form a sentence:</p>
<p><em>My &lt;Rating&gt; &lt;Driving Emotion&gt; &lt;at|of&gt; &lt;Emotional Tie&gt;</em><br />
<em></em><br />
Example:</p>
<p>My <span style="text-decoration: underline;">Enthusiastic</span> <span style="text-decoration: underline;">Duty</span> of my <span style="text-decoration: underline;">Priesthood</span></p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td colspan="3" width="568" valign="top"><strong>Some Example Passion Traits</strong></td>
</tr>
<tr>
<td width="111" valign="top"><strong>Rating</strong></td>
<td width="123" valign="top"><strong>Emotion</strong></td>
<td width="334" valign="top"><strong>Tie</strong></td>
</tr>
<tr>
<td width="111" valign="top">Obsessed</td>
<td width="123" valign="top">Guilt</td>
<td width="334" valign="top">Vengeance for the death of my family</td>
</tr>
<tr>
<td width="111" valign="top">Addicted</td>
<td width="123" valign="top">Excitement</td>
<td width="334" valign="top">Cars/Racing</td>
</tr>
<tr>
<td width="111" valign="top">Curious</td>
<td width="123" valign="top">Sadness</td>
<td width="334" valign="top">Loss of my Lover</td>
</tr>
<tr>
<td width="111" valign="top">Passionate</td>
<td width="123" valign="top">Love</td>
<td width="334" valign="top">My Family</td>
</tr>
<tr>
<td width="111" valign="top">Interested</td>
<td width="123" valign="top">Happiness</td>
<td width="334" valign="top">Companionship</td>
</tr>
<tr>
<td width="111" valign="top">Dedicated</td>
<td width="123" valign="top">Duty</td>
<td width="334" valign="top">Priesthood</td>
</tr>
<tr>
<td width="111" valign="top">Enthusiastic</td>
<td width="123" valign="top">Frustration</td>
<td width="334" valign="top">Oath</td>
</tr>
</tbody>
</table>
<p>Passions can be loosely considered to be one of two types: <em>Passive</em> or <em>Goal Oriented</em>. Goal Oriented Passions have a specific purpose, a target that could be potentially completed, such as quest, an oath or some desire (like wanting to be the best sword fighter). Passive Passions do not have a goal, but just exist such as love or duty. A Passion can change between Passive and Goal Oriented during play.</p>
<h2><em>What are Passion Points?</em></h2>
<p>Each Passion Trait forms a pool of Passion Points. For each rank above Interested, a player has one Passion Point in that pool. Passion Points replace Fudge Points.</p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="73" valign="top"><strong>Numeric Value</strong></td>
<td width="208" valign="top"><strong>Passion Rating</strong></td>
<td width="170" valign="top"><strong>Number of available Passion Points</strong></td>
</tr>
<tr>
<td width="73" valign="top">-4</td>
<td width="208" valign="top">-</td>
<td width="170" valign="top">0</td>
</tr>
<tr>
<td width="73" valign="top">-3</td>
<td width="208" valign="top">Interested (Temporary)</td>
<td width="170" valign="top">0</td>
</tr>
<tr>
<td width="73" valign="top">-2</td>
<td width="208" valign="top">Curious (Temporary)</td>
<td width="170" valign="top">1</td>
</tr>
<tr>
<td width="73" valign="top">-1</td>
<td width="208" valign="top">Enthusiastic</td>
<td width="170" valign="top">2</td>
</tr>
<tr>
<td width="73" valign="top">0</td>
<td width="208" valign="top">Passionate</td>
<td width="170" valign="top">3</td>
</tr>
<tr>
<td width="73" valign="top">+1</td>
<td width="208" valign="top">Dedicated/Committed</td>
<td width="170" valign="top">4</td>
</tr>
<tr>
<td width="73" valign="top">+2</td>
<td width="208" valign="top">Addicted</td>
<td width="170" valign="top">5</td>
</tr>
<tr>
<td width="73" valign="top">+3</td>
<td width="208" valign="top">Obsessed</td>
<td width="170" valign="top">6</td>
</tr>
<tr>
<td width="73" valign="top">+4</td>
<td width="208" valign="top">All-Consuming/Burning</td>
<td width="170" valign="top">7</td>
</tr>
<tr>
<td width="73" valign="top">+5</td>
<td width="208" valign="top">Madness</td>
<td width="170" valign="top">8</td>
</tr>
</tbody>
</table>
<p>Passion Points can be spent in similar ways to Fudge Points but limited to the context of the Passion.</p>
<p>They can also be used during a live-or-die situation where the character is genuinely afraid for their life. This would mean a combat veteran would <em>not</em> be able to justify every combat situation as a live-or-die situation. It only really matters when the character has a fight-or-flight reaction to some threat.</p>
<p>Passion Points can be earned during play by interacting with some part of the Passion. Players start with half the number of points (round down) in that pool. After a downtime, pools will refill up to this point only (but points previously earned are not lost).</p>
<h2><em>At Character Creation</em></h2>
<p>Players must take at least two (normally three) Permanent Passions at character creation (but there is no upper limit). New Passions start at Interested and must be raised to at least Enthusiastic. Players have nine ranks/increases to allocate to Passions.</p>
<p>Players can take any Skills they like up to a ranking of Fair. However if they wish to start with a Skill greater than Fair, it must be &#8220;linked&#8221; with one of their Passions and cannot be a higher rank than that Passion. So if a player wants Martial Arts at Superb, then they must have a Passion at Obsessed. (This is also true later after Character Creation when players wish to increase Skills using Experience Points).</p>
<h2><em>In Play</em></h2>
<p><strong>Passions do not dictate how a character should be played. </strong>This is always a player&#8217;s choice. Passions should not be taken literally and the player&#8217;s interpretation is the most important one. It is their story after all. For example, taking a genre classic, Bruce Wayne (alter-ego/secret identity of Batman) might have a Passion like this:</p>
<p>My <span style="text-decoration: underline;">Obsessed</span> <span style="text-decoration: underline;">Guilt</span> drives me to <span style="text-decoration: underline;">Vengeance of my Parents Death</span>.</p>
<p>But this does not make Bruce an obsessed vengeance freak instead it makes him &#8220;the Batman&#8221; striving for justice.</p>
<p>The only exception is Passions of rank greater than or equal to Obsessed. At Obsessed, other Passions suffer. At All-Consuming the character cares about nothing else, they are on a self-destructive path. At Madness the character is driven insane by the emotion or tie and normally the player loses control of the character at this point (unless the player is doing an remarkable job of roleplaying a character on the utter edge of sanity).</p>
<p>When a player rolls well (Great or better) using a Skill or Attribute in some capacity related to one of their Passion Traits, and the Skill/Attribute is a ranking less than the Passion Trait, the player should put a mark beside that Skill/Attribute. The player will be able to spend Experience Points on this Skill to increase it.</p>
<h3>Earning Passion Points</h3>
<p>Passion Points are earned through actions in-play.</p>
<p><strong>One Passion Point</strong> is earned for the <em>first time</em> interacting or using something connected with the Passion (such as the Driving Emotion or Emotional Tie) for that session or adventure (which ever is most applicable).</p>
<p><strong>Two Passion Points</strong> are earned for achieving something with that Passion or completely submerging the character within the Passion such as for intensive roleplaying or the character is temporarily taken out of play to deal with the Passion.</p>
<p><strong>Three Passion Points</strong> are earned for anything considered a major development of that Passion. For Goal Oriented Passions, this might mean making some significant progress towards the target. For Passive Passions, this might mean protecting or saving it from some threat or it being a major element of the session/game.</p>
<p>Passions at Obsessed or greater earn <em>double</em> the rate of Passion Points. At All-Consuming and Madness, players can earn a point <em>each time</em> (not just the first time) they interact or use something to do with the Passion.</p>
<p>During downtime, characters can passively regain passions if they are at <em>rest</em> i.e. relaxing which does not preclude hard work or effort. Rest means the character has reduced stress but can remain active. Characters regain one point per day, the player can chose which pool this goes into. They can only regain up to half of each pool (round down) this way.</p>
<p>Games Master can also offer from one to three Passion Points to the player to encourage the player to roleplay a Passion (often to the player&#8217;s disadvantage). However it is the player&#8217;s choice. But if the Passion is greater than Obsessed, the player must have a really good reason not to take the Points. At Madness, the player really doesn&#8217;t have a choice! But remember it is the player&#8217;s interpretation of the Passion that counts most, no-body else.</p>
<h3>Spending Passion Points</h3>
<p>Players can spend Passion Points in much the same way as Fudge Points except they are restricted to having to be connected with the Passion via the concept of the Passion, the Emotional Tie or the Driving Emotion.</p>
<p>In addition, if it is a live-or-die situation for the character, the player can spend points but the player take points from any pool at a cost of two for one (i.e. the player would pull two points from her pools to spend one point).</p>
<p>Passion Points can be used to affect a roll (related to the Passion or live-or-die). Before making a roll (for either Unopposed or Opposed actions), the player can spend a Passion Point to gain a +1 bonus modifier, up to a maximum of +3. If another roll is going to affect the player (such as an attack), the player can spend a Passion Point to add a -1 penalty modifier to the roll, to a maximum of -3.</p>
<p>If the player waits till after the roll, they can spend two points to alter the result by one level. They cannot do this if they spent points to give a modifier before the roll.</p>
<p>Gifts that require some activation cost or require focused attention of the character should also require at least one passion point (from the most relevant pool). Passion Points can also be used to power abilities that are fuelled by emotions (such as some martial arts, magics and other supernatural powers, etc.).</p>
<p>If a Games Master wishes to balance some of the more powerful Faults, she may allow the player to earn Passion Points when the Fault comes into play against the character. This is optional. Individual Groups and Games Masters are encouraged to find their own uses for Passion Points.</p>
<p>Passion Points must come from the relevant pool/Passion Trait. If the relevant pool is empty, the player can pull two points from other pools to gain one point in that pool to spend.</p>
<h3>Temporary Passions and Temporary Increases</h3>
<p>During play, characters can pick up Temporary Passions, which are Passion Traits at the low rankings of Interested or Curious. However they do not appear on the character sheet, nor can they be used for anything unless the player spends one Experience Point to buy a rank in the Passion, up to max ranking of Curious. They must explain to the Games Master why they think they have this Temporary Passion (in the context of the current session/adventure) and the Games Master must approve. Once they have the Temporary Passion, they can spend Passion Points from its pool or channel points from their other pools (at a cost of two for one). These Temporary Passions remain listed on the character but drop by one rank each session/adventure until they disappear, if the player does not make the Passion permanent by increasing it to a ranking above Curious. Another reason to buy Temporary Passions in-play is that they are cheaper way of acquiring new Passions (then paying full cost during downtime).</p>
<p>Existing Permanent Passions can be temporarily increased by one rank for session/adventure. This can occur when something to do with the Passion is a major part of the current adventure. The player can suggest to the Games Master that they believe they are due a temporary increase for a specific Passion. A Games Master may also award an unsought for temporary increase if she believes it is warranted by the in-play events. This can push a Passion from Dedicated to Obsessed (or worse). A player can spend a Passion Point to prevent this, if they desire. Once a Passion Trait has been temporarily increased for a session/adventure, it cannot be increased for at least one following session/adventure. Players can spend Experience Points at any time to turn a temporary increase into a real increase at a reduced cost, however the restriction on no temporary increases for that Passion for the following session/adventure are still in place.</p>
<h2><em>As part of Character Development</em></h2>
<p>Players should all earn the same amount of Experience Points each character development cycle (my recommendation is 5 EP).</p>
<table border="1" cellspacing="0" cellpadding="0" width="571">
<tbody>
<tr>
<td width="199" valign="top"><strong>Raising a Passion From</strong></td>
<td width="144" valign="top">
<h5>To</h5>
</td>
<td width="108" valign="top"><strong>Normal Cost</strong></td>
<td width="120" valign="top"><strong>Reduced Cost</strong></td>
</tr>
<tr>
<td width="199" valign="top">Interested</td>
<td width="144" valign="top">Curious</td>
<td width="108" valign="top">
<p align="right">2 EP</p>
</td>
<td width="120" valign="top">
<p align="right">1 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Curious</td>
<td width="144" valign="top">Enthusiastic</td>
<td width="108" valign="top">
<p align="right">2 EP</p>
</td>
<td width="120" valign="top">
<p align="right">1 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Enthusiastic</td>
<td width="144" valign="top">Passionate</td>
<td width="108" valign="top">
<p align="right">2 EP</p>
</td>
<td width="120" valign="top">
<p align="right">1 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Passionate</td>
<td width="144" valign="top">Dedicated</td>
<td width="108" valign="top">
<p align="right">4 EP</p>
</td>
<td width="120" valign="top">
<p align="right">2 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Dedicated</td>
<td width="144" valign="top">Addicted</td>
<td width="108" valign="top">
<p align="right">8 EP</p>
</td>
<td width="120" valign="top">
<p align="right">4 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Addicted</td>
<td width="144" valign="top">Obsessed</td>
<td width="108" valign="top">
<p align="right">16 EP</p>
</td>
<td width="120" valign="top">
<p align="right">8 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Obsessed</td>
<td width="144" valign="top">All-Consuming</td>
<td width="108" valign="top">
<p align="right">24 EP</p>
</td>
<td width="120" valign="top">
<p align="right">12 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">All-Consuming</td>
<td width="144" valign="top">Madness</td>
<td width="108" valign="top">
<p align="right">60 EP</p>
</td>
<td width="120" valign="top">
<p align="right">30 EP</p>
</td>
</tr>
<tr>
<td width="199" valign="top">Madness</td>
<td width="144" valign="top">Beyond Madness</td>
<td width="108" valign="top">
<p align="right">100 EP</p>
</td>
<td width="120" valign="top">
<p align="right">50 EP</p>
</td>
</tr>
</tbody>
</table>
<p>Increasing a Passion Trait requires spending Experience Points. If a Temporary Increase is made permanent during play, it is done at the Reduced Cost otherwise the Normal Cost is used.</p>
<p>During character development periods (i.e. when players can spend Experience Points), players can buy as many increases for Passions as they like. If during the last session/adventure, a Passion Trait got a temporary increase which was converted into a permanent increase, no more increases can be made until the next character development period (i.e. after the next session or adventure depending on the style of your game).</p>
<p>However players can decrease a Passion and release any Experience Points used to buy that Passion. Increases bought at Reduced Cost, give the value that was spent to buy that increase. You can&#8217;t use this to use temporary increase to gain extra Experience Points. Players must always have at least two Permanent Passion Traits with at least one greater than or equal to Passionate. Players are encouraged to &#8220;store&#8221; Experience Points in Passion Traits.</p>
<p>Any Skills that were used really well in context of a Passion (Great or better) can be increased using Experience Points up to the max rating of the relevant Passion. If the player wishes to increase another Skill, they must reduce one Passion (even if they don&#8217;t need the Experience Points).</p>
<p>New Passions can only be added based on in-game events. The easiest way is to take a Temporary Passion during play and make it Permanent as soon as possible. Otherwise a new Passion can only be bought if the Game Master suggests it.</p>
<h3>Destroying/Resolving Passions and Shadow Passions</h3>
<p>Passion traits can be resolved and destroyed, but only based on in-game events.</p>
<p>If a Passion&#8217;s Emotional Tie is destroyed, the Passion can be permanently lost. If it&#8217;s less than Dedicated, it is automatically lost. No Experience Points can be regained. If it is equal to or greater than Dedicated, the player can transform the Passion (the Emotional Tie and/or Driving Emotion) but decreases the ranking by one level. If the player chooses not to transform the Passion the Passion becomes a <em>Shadow Passion</em>, again starting at one rank lower. Each session/adventure, the Shadow Passion reduces one level (no Experience Points can be regained from this decrease) until it is only a Temporary Passion (i.e. Curious) and then it disappears. During character development periods, the player can decrease the Shadow Passion like other Passions and regain Experience Points.</p>
<p>Some Passions, such as Goal Oriented Passions, can sometimes be resolved. The character reaches or satisfies the goal of the Emotional Tie, for example. If it&#8217;s less than Dedicated, it is removed instantly but all Experience Points (minus the last increase) are regained. If it is equal to or greater than Dedicated, the player can transform the Passion (the Emotional Tie and/or Driving Emotion) but decreases the ranking by one level (no EP). If the player chooses not to transform the Passion the Passion becomes a Shadow Passion, again starting at one rank lower (no EP). Each session/adventure, the Shadow Passion reduces one level (however Experience Points are regained from this decrease) until it is only a Temporary Passion (i.e. Curious) and then it disappears. During character development periods, the player can decrease the Shadow Passion like other Passions and regain Experience Points.</p>
<h3>Transforming Passions</h3>
<p>Passions can be changed during character development periods. There are two types of transformations: Subtle and Gross Transformations.</p>
<p><em>Subtle Transformations</em> might be slight rewording of the Emotional Tie or a slightly different flavour of Driving Emotion. All that is required for Subtle Transformations is Games Master approval.</p>
<p><em>Gross Transformations</em> might be a complete refocusing of the Emotional Tie or using a very different emotion for the Driving Emotion. Such Gross Transformations must either be based on in-game events or some event/dramatic element must be imported into the game to support the transformation (if using Story hooks, this would be importing a Story Hook). They require Games Master approval and support.</p>
<h2><em>Integrating with the rest of your System</em></h2>
<p>Passions can be just used as a replacement to Fudge Points, however the original intention is to link it with other parts of a system, which may be setting-specific, so there are no hard rules here.</p>
<p>Gifts that require some sort of activation should require one Passion Point. Certain Faults may siphon Passion Points from pools. Passion Points may be used to <em>power</em> supernatural effects. For example a martial art may use Passion Points for specific moves that are beyond the human norm.</p>
<p>Other elements of the system may be linked with specific Passions. For example a power that allows the character to invoke an emotion in others may require Passion Points to power it, but it might also be linked with one Passion trait. The Driving Emotion of that Passion is easier to invoke (possible not requiring an activation cost).</p>
<p>Another option is to limit the ranking of some traits based on a linked Passion. By default, Skill increases are limited by the Passion ranks. You can&#8217;t increase a Skill higher than a Passion. For example supernatural powers powered by passions would probably be limited by the ranking of the character&#8217;s passions.</p>
<h2><em>Using Story Hook</em></h2>
<p>Fudge Passions was original designed alongside the Story Hooks system and the two were integrated. If you use Story Hooks, Passions of Dedicated require a Linked Story Hook. If the player wishes to change the Passion using a Gross Transformation, this Story Hook can be imported to support the transformation.</p>
<h2><em>L___ H_____ Implementation</em></h2>
<p>Both Story Hooks and Fudge Passions were originally designed for a RPG codenamed L___ H_____. There are some additional changes to Fudge Passions for L___ H_____.</p>
<p>Characters can have an <em>Aspect</em> for a Passion. An Aspect works the same way as Passions except it is not split into Driving Emotion and Emotional Tie. An Aspect is a part of the world that the character represents such as Nature, Metal, Computers, Fire, etc. In all other respects it works like a Passion.</p>
<p>Many character types in L___ H_____ have been supernaturally transformed but then suffer &#8220;the pressures of the Veil&#8221;. This manifests in a Fault called <em>Passion Bleed</em>. This means that characters with Passions less than Obsessed will lose one Passion Point per day. Characters with at least one Passion greater than or equal to Obsessed lose two points per day. If the character has no points left, they suffer a wound, which cannot be healed until they have regained at least one Passion Point.</p>
<p>Characters can regain Passion Points more quickly by entering the Dream or Supernatural Lands specifically associated with their own Passions/Aspects or the character&#8217;s Patron. They can regain one point per hour up to half of each pool. After that it takes on day to gain a point, but their entire pools can be refreshed this way. Passion Bleed does not have any effect in these unnatural places.</p>
<p>Passions are inherently linked with Supernatural and Divine Gifts and Abilities. Most effects require at least one Passion Point (though magic users may use Mana instead but require much more time to prepare effects). When the character casts an effect, the linked Passion can manifest as ghostly images around the character.</p>
<p>A character that spends all of their Passion Points and at least half of those on Supernatural or Divine effects will fall into a <em>Supernatural Coma </em>which is a sort of supernatural sleep similar to a mundane coma. They can temporarily put off the Supernatural Coma by a Good result of Willpower but it cannot be put off permanently. While in the Supernatural Coma, characters passively regain points at twice the rate of Rest. Once they regain one point they can wake up but can choose not to and continue to regain points. In this state their bodies are in a form of hibernation and do not need to eat and are unaffected by changes in temperature or environment. To the non-magical eye they appear frozen. They can still be deliberately killed, hurt and destroyed in this state. Even after they have regain all their Passion Points, a character can choose to remain in this state for they do not age or change, though upon awakening from such a long sleep, their bodies are cold and hard to control for at least one third of the time they slept. This restriction can be overcome with the use of magics. They do not dream in this sleep and are not truly conscious either.</p>
<p>Mortals (humans with no supernatural links/ties) have a secret Passion, which describes how much they believe in their view of the world (which may not match actual reality regardless of the supernatural/divine element). Characters with a low ranking are often very detached and distant from their fellow humans. Characters with high rankings are stubborn and narrow-minded. This Passion is often used as an inherent defence against the supernatural and divine attacks).</p>
<p>The Veil can have Passion and Aspect ratings. These can influence the attempts and results of any supernatural or divine effect.</p>
<p>There is an additional rank in L___ H_____ above Madness. This is called &#8220;Transcendal&#8221; (+6). If a Passion hits Transcendal, it is transformed and becomes more abstract, similar to an Aspect. The character has &#8220;transcended&#8221; and discovers some fundamental truth or knowledge about the world (centred around the new Passion/Aspect). A character with a Transcendal Passion can no longer live under the Veil. The character becomes unplayable.</p>
<p>Because of the game-world-shattering nature of Transcendal, it is treated as two levels. The first is the transition from Madness to Transcendal. The character becomes calm yet disassociated with the entire world. Their Passion Bleed will increase substantially. Human characters will start to suffer Passion Bleed. However the character believes they are on the edge of complete understanding. Nothing can really stop their &#8220;ascension&#8221; even death has little real meaning. A character in this state is like a beacon to higher state beings. Avatars may walk with the character and try to guide them. Nymphs and Spirits will gather and follow them. Higher dimension beings may attempt to break through to commune and talk with them.</p>
<p>The second level is the complete transition to Transcendal. They must leave this world. Their mind, emotions, traits, etc. are as unknownable as the gods are to mankind. They are in a sense god-like. Such Transcendal Passions do not have to be positive or ethically/morally good, they just have to be. The final level makes the Passion broad and encompassing.</p>
<p>Characters that reach Madness may see the edge of the first level of Transcendal. They can consciously choose to reject it and their Passion is instantly reduced from Madness to a lower rating but they must take a Fault. However they do not have to lose the Passion. This must be roleplayed.<br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/story-hooks-v02/' title='Story Hooks v0.2 (a roleplaying system to replace backgrounds)'>Story Hooks v0.2 (a roleplaying system to replace backgrounds)</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/review-part-1-of-my-custom-dice/' title='Review part 1 of my Custom Dice'>Review part 1 of my Custom Dice</a></li>
<li><a href='http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/' title='My Cthulhu/thedeadone Fudge Dice!'>My Cthulhu/thedeadone Fudge Dice!</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
</ul>

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		<title>Story Hooks v0.2 (a roleplaying system to replace backgrounds)</title>
		<link>http://thedeadone.net/blog/story-hooks-v02/</link>
		<comments>http://thedeadone.net/blog/story-hooks-v02/#comments</comments>
		<pubDate>Wed, 21 May 2008 05:30:22 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Lost Heroes RPG]]></category>
		<category><![CDATA[MOC]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[Story Hooks]]></category>

		<guid isPermaLink="false">http://thedeadone.net/?p=465</guid>
		<description><![CDATA[Part 1 of to do item: number 8. Part 2, Fudge Passions, will be online soon. Update #1: Story Hooks by Mark Cunningham is licensed under a Creative Commons Attribution 3.0 Unported License. Story Hooks v2.0 Story Hooks is a system I created to replace the creation and management of players&#8217; characters&#8217; histories (see here [...]]]></description>
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<p><p><a href="http://thedeadone.net/blog/1-viable-item-left-on-my-list-to-do/">Part 1 of to do item: number 8</a>. Part 2, Fudge Passions, will be online soon.</p>
<p><strong>Update #1:</strong> <a rel="license" href="http://creativecommons.org/licenses/by/3.0/"><img style="border-width:0" src="http://creativecommons.org/images/public/somerights20.png" alt="Creative Commons License" align="right" /></a><span>Story Hooks</span> by <a rel="cc:attributionURL" href="http://thedeadone.net">Mark Cunningham</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 Unported License</a>.</p>
<h1>Story Hooks v2.0</h1>
<p>Story Hooks is a system I created to replace the creation and management of players&#8217; characters&#8217; histories (<a href="http://thedeadone.net/writing/rpg/do-we-really-need-character-backgrounds-for-roleplaying/">see here for more</a>). The first version, which I designed and wrote-up for <a href="http://thedeadone.net/tag/lh">L___ H_____</a>, was very basic and involved a lot of hand-wavy &#8220;use as you see fit&#8221;. It consisted of the &#8220;Back-Story&#8221; and a non-delimited list of &#8220;Story Hooks&#8221;, which were practically Story/Adventures Seeds.<br />
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This version introduces mechanical checks and balances and in-game uses for Story Hooks. You can use it with any existing system that doesn&#8217;t have any rules or system for managing a player character&#8217;s background/history. In terms of integrating Story Hooks with an existing system, Experience Points are used when importing Story Hooks and should be replaced with the systems&#8217; relevant character-development currency.</p>
<p>Instead of a background or character history, players create a set of short <em>Story Hooks</em> and a short <em>Back-Story</em> for their character. Over the course of play, the set of Story Hooks and Back-Story can be updated or changed at set moments, in discussion with the Games-Master. The Games-Master can bring Story Hooks into play as new elements (the player earns Experience Points for this) or the player themselves can bring them into play (costs Experience Points).</p>
<h2><em>What is the Back-Story?</em></h2>
<p>The Back-Story is a short piece of text no more than a few paragraphs that provides a context for the player character within the current setting and/or campaign. It should include any relevant points about the origin of the character such as nationality, race and/or gender and possibly their involvement in the current setting/game. It should be purely factual.</p>
<h2><em>What is a Story Hook?</em></h2>
<p>A Story Hook can technically be anything if it&#8217;s not long. Normally it&#8217;s a short piece of text (but it can be a picture or a piece of music for example). It cannot be big; at most a few paragraphs of text, and it <em>can</em> be as short as a single sentence (or even word if applicable). The important thing is that it describes something about the character that the player deems relevant or important (but is not actually covered by the rest of the character creation system).</p>
<p>A Story Hook can be (for example):</p>
<ul type="disc">
<li>A fact about the character</li>
<li>An event from the character&#8217;s past</li>
<li>A powerful/defining memory (descriptive or factual) (vague, false or otherwise) of the character</li>
<li>An imagined scene involving the character</li>
<li>Story/Adventure seeds based on the character</li>
<li>An important relationship (family, platonic, love interest etc.)</li>
<li>Other related characters or groups (they do not have to exist yet as part of the setting)</li>
</ul>
<p>A Story Hook can have an optional Title as well.</p>
<p>Characters&#8217; have two pools (or sets) of Story Hooks. The <em>Unallocated Pool</em> has no limit and can contain as many Story Hooks as the player wants.</p>
<p>The second pool has only five <em>Active Slots</em>. The Games-Master can increase this to seven or decrease it to three for that particular campaign. The Active Slots do not need to be all filled; however during Character Creation several slots are reserved and must be filled.</p>
<p>Other elements of the system may require a Story Hook. These required Story Hooks must be, initially, placed in an Active Slot. These are called <em>Linked Story Hooks.</em> If the Linked Story Hook is moved to the Unallocated Pool or deleted, the requirement/link is unfulfilled (and may incur penalties) but if the Story Hook is imported into play than the requirement is considered fulfilled. You can also replace a Linked Story Hook with a different Story Hook. One Story Hook can also be used for several different requirements and there is no limit. Powerful advantages (such as supernatural/super Powers, high ranking Traits, etc.) or vague elements (such as wishy-washy flaws like nightmares, mysterious fate, etc.) can be thusly limited and expanded on.</p>
<p>As a recommendation, Story Hooks should not be recorded on the character sheet. A useful way of managing Story Hooks is to write each one on a separate Index Card (available from most good stationary shops). Players can then keep Story Hooks in the Active Slots in a separate pile from the Unallocated Pool. It also makes it easier to manage character development.</p>
<p>A good Story Hook should have at least one of these properties:</p>
<ul type="disc">
<li>It interests or excites both the Player and the Games Master (the Games Master can import Player&#8217;s Story Hooks and award Player&#8217;s Experience Points)</li>
<li>It appears to add to the character concept/back-story</li>
<li>It appears to add to the setting or current campaign</li>
</ul>
<p>All Story Hooks are subject to Games-Master approval but if a Games-Master decides to veto a Story Hook (or usage of) she must give a reason why. Discussion is encouraged.</p>
<h2><em>At Character Creation</em></h2>
<p>Players should create at least <span style="text-decoration: underline;">three</span> Story Hooks in their Active Slots during Character Creation. All Story Hooks require approval with the Games-Master and should be used to discuss character ideas and concepts. While the Game-Master has veto, she should be offering alternatives or modifications instead of outright refusal.</p>
<p>For creating a character, the Games-Master may require (or setting/campaign dictates) certain Story Hooks must be created. These <em>Required Story Hooks</em> go into the Active Slots. Required Story Hooks can come with any sort of restriction. For example they may ask for a Story Hook based on a relevant Theme, detailed information about their living family, connection to the group or setting, details of the characters life during a certain period, etc. They can even specify the type of Story Hook. After the first adventure (or to the first downtime), these Story Hooks are no longer required and can be swapped out of the Active Pool. Theses are in addition to any other Story Hook requirements. A single Story Hook can be used for several Required Story Hooks and even for Linked Story Hooks, if it makes sense.</p>
<h2><em>During Play</em></h2>
<p>During a game or session, Story Hooks can be <em>imported</em> into play. When a Story Hook is imported it becomes a new element within the setting and is no longer considered a Story Hook for the character. An imported Story Hook can be used to add to the story, as a story seed, aid to roleplaying, for some benefit or disadvantage and so on.</p>
<p>If importing a Story Hook has a positive advantage for the player, the player will have to pay five Experience Points to import it. If it is a disadvantage for the player character, the Games-Master must be the one to import it and the player earns ten Experience Points. If the Game-Master imports a player&#8217;s Story Hook as part of the adventure (no positive or negative effect on player, at least for that adventure), that player earns five Experience Points. Players are free to suggest to the Games-Master when they think certain Story Hooks are relevant. Story Hooks that do not benefit or disadvantage the player can be imported for free with the Game-Master approval.</p>
<p>Players can only import Story Hooks from their Active Slots. If they wish to import a Story Hook from their Unallocated Pool, they must spend an additional two Experience Points. There is no restriction with a Games-Master imports a Story Hook, they can import from either of the players&#8217; pools.</p>
<h2><em>As part of Character Development</em></h2>
<p>The Game-Master can specify periods during a campaign where players can update their Story Hooks. This is normally at the same time as when players are awarded, and can spend, Experience Points: such as during downtime or between adventures/sessions. Players can add new Story Hooks, <em>export </em>Story Hooks (Story Hooks based on in-game events), move Story Hooks between Active Slots and Unallocated Slots and delete Story Hooks. There is no cost required. However all changes require Games-Master review and approval. This should be a dialogue between the player and the Games-Master about the character.</p>
<h2><em>Converting Existing Character Histories</em></h2>
<p>There is no hard system for converting existing character histories to Story Hooks. One approach is to break down the character history into a series of bullet points such as a timeline of events in the character&#8217;s life. Then these bullet points each form individual Story Hook with the important ones going into the Active Slots.</p>
<h2><em>L___ H_____ Implementation</em></h2>
<p>The only change to the L___ H_____ version of this system was the addition of some Required Story Hooks. As a style guide, these required Story Hooks have a <strong>title</strong>, <em>a main question</em> and a &#8220;description&#8221;. There are three to four (depending on character type) required Story Hooks:</p>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="568" valign="top"><strong>The Soul</strong>: <em>What makes or keeps your character human?</em>&#8220;A character in L___ H_____ is essentially human, no matter how they appear or what they have suffered. They cannot be played if they are not human. This Story Hook should encompass the humanity of your character.&#8221;</td>
</tr>
</tbody>
</table>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="568" valign="top"><strong>The Price</strong>: <em>What did your character lose on becoming a one of the Chosen?</em>&#8220;Becoming a Chosen can give your character great power but it is traumatic and removes the character from the only world they have known. The Story Hook should try and evoke what that loss has meant to the character.&#8221;</td>
</tr>
</tbody>
</table>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="568" valign="top"><strong>The Suffering</strong>: <em>What did your character go through to fall (before or after)?</em>&#8220;Relevant only to Renegade and Fallen characters, these characters had to go through a trauma worse than becoming a chosen. The difference this time is that the change was under their own power for better or worse. This Story Hook should try to emphasis the struggle that the character went through prior, during or after their fall.&#8221;</td>
</tr>
</tbody>
</table>
<table border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="568" valign="top"><strong>The Binding</strong>: <em>What makes your character belong to the Divine Family?</em>&#8220;All the player characters are part of the Divine Family which is formed from the pressures of the Veil. They are drawn to it and it defines their new place in the modern world. This Story Hooks should describe or evoke the characters relationship with the other player characters and the family itself.&#8221;</td>
</tr>
</tbody>
</table>
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/blog/fudge-passions-v02/' title='Fudge Passions v0.2 (a extension for the Fudge RPG system)'>Fudge Passions v0.2 (a extension for the Fudge RPG system)</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/review-part-1-of-my-custom-dice/' title='Review part 1 of my Custom Dice'>Review part 1 of my Custom Dice</a></li>
<li><a href='http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/' title='My Cthulhu/thedeadone Fudge Dice!'>My Cthulhu/thedeadone Fudge Dice!</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
</ul>

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		<title>TDO Combat Fudge v0.1.1  – The Blog Cut</title>
		<link>http://thedeadone.net/rpg/tdo-combat-fudge-v011-%e2%80%93-the-blog-cut/</link>
		<comments>http://thedeadone.net/rpg/tdo-combat-fudge-v011-%e2%80%93-the-blog-cut/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 12:57:09 +0000</pubDate>
		<dc:creator>Mark Cunningham</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[Fudge]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[TDO Fudge Combat]]></category>

		<guid isPermaLink="false">http://thedeadone.net/writing/rpg/tdo-combat-fudge-v011-%e2%80%93-the-blog-cut/</guid>
		<description><![CDATA[This is a cut down version of TDO Combat Fudge v0.1 (a game system for roleplaying &#8220;combat&#8221;): Just the rules, zero explanations, zero context and zero examples. As requested, to make it more blog-digestable. The scope of this Fudge build is very specific. It only applies to combat (or drama in social context). It doesn&#8217;t [...]]]></description>
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<p><p>This is a cut down version of <a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/">TDO Combat Fudge v0.1</a> (a game system for roleplaying &#8220;combat&#8221;): Just the rules, zero explanations, zero context and zero examples. As requested, to make it more blog-digestable.</p>
<p>The scope of this Fudge build is very specific. It only applies to combat (or drama in social context). It doesn&#8217;t cover character creation and development or general conflict and checks. However it applies to <em>all combat and scales</em>. It can be applied to overt combat, goal-oriented combat (i.e. races), detection-based combat (i.e. stealth-based), chases and political combat (and anything else you can think of). It can be applied to large-scale conflicts (wars and battles) and small scale. If you don&#8217;t see how the rules can be applied to these situations, please check out the original version as it contains examples of all these cases.<br />
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<h2>The Basics</h2>
<p><a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337263">Original expanded section here</a></p>
<p>In combat you have two types of attacks: <em>Opposed Attacks</em> and <em>Unopposed Attacks</em>. Attacks are resolved like normal Actions with normal modifiers and set difficulties. Opposed Attacks are those that can be resisted or actively defended against (and are treated like Opposed Actions). Unopposed Attacks are attacks that can&#8217;t be defended against (and are treated like an Unopposed Action). An Attack means there is an attacker and a defender. If the defender wins, they stop or block the attack. If the attacker wins, they do a Wound to the defender (though a Combat Manoeuvre could modify this).</p>
<p>When resolving an Attack, participants must choose one (and only one) <em>Protection</em> and one (and only one) <em>Armament</em> if possible. Protection gives some benefit to defence and Armament gives some benefit to attack. Improvers (Protection or Armament) give some numeric benefit to an attack (or defence) while Enablers (Protection or Armament) will allow a participant to attack (or defend against some form of attack). They are rated from 0 to +3 and higher. Some can have fixed ratings that don&#8217;t change while others can have ratings that decrease with each usage. Game-masters should be liberal in accepting what can be considered for use as Protection or Armaments; even Faults (in the right circumstances) can be used as Protection or Armaments. Protection can come from non-attack rolls (the degree of success can be used as the rating) however this is not true for Armaments. A Protection can be used to defend against an Unopposed Attack but that does not change the Unopposed Attack into an Opposed Attack. It reduces the success of the Unopposed Attack.</p>
<p>Skills give <em>Combat Manoeuvres</em>. Theses represent trained and/or learned techniques of a Skill that can be used in combat. They can be used to differentiate two similar Skills used in the same combat. For a Skill, each rank above Mediocre grants a character a Combat Manoeuvre Slot for that Skill. These can be filled at any time; it&#8217;s up to the individual group of players and game-master what the Experience Point cost might be. Characters can attempt Custom Manoeuvres but at a +1 (or +2) difficulty modifier and some Experience Points (again determined by individual groups). A successfully pulled off Combat Manoeuvre counts as having learned it and can be bought immediately if Slots free. <a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337265">You can find examples of some Combat Manoeuvres here</a>.</p>
<p>Damage in TDO Combat <em>tracks the effects of winning and losing on your ability to continue the combat</em>. There are two types of Damage. Splash Damage is applied to Attributes (default) and Task Damage applies to Personal Combat (task based or rather you can hang it on the Skill being used). The standard Wound Track from Fudge is used to track Damage and Wound penalties are used. High Attributes can give a few extra hit points. During Personal Combat, Task Damage is used but if you exit Personal Combat, Task Damage shakes out to Splash Damage and Hit Points move up to the lowest penalty free Hit Points (<a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337266">a bigger explanation here</a>).</p>
<p><em>An &#8220;</em>Incapacitated&#8221; Wound Types cause the character to suffer a Consequence, a &#8220;Near Death&#8221; causes an Extreme Consequence. Players can <em>chose</em> to take a Mild Consequence for a &#8220;Very Hurt&#8221; wound instead of losing a hit point. Suffering a Consequence will break out of Personal Combat (and thereby cause Task Damage to shake out to Splash Damage).</p>
<p>Damage is healed dramatically as per this guide:</p>
<table border="1" cellPadding="0" cellSpacing="0">
<tr>
<td width="123" vAlign="top"><strong>Wound Type</strong></td>
<td width="160" vAlign="top"><strong>Healing Time</strong></td>
</tr>
<tr>
<td width="123" vAlign="top">Scratch</td>
<td width="160" vAlign="top">End of Combat</td>
</tr>
<tr>
<td width="123" vAlign="top">Hurt</td>
<td width="160" vAlign="top">End of Scene</td>
</tr>
<tr>
<td width="123" vAlign="top">Very Hurt</td>
<td width="160" vAlign="top">End of Session</td>
</tr>
<tr>
<td width="123" vAlign="top">Incapacitated</td>
<td width="160" vAlign="top">End of Story or until next Downtime</td>
</tr>
<tr>
<td width="123" vAlign="top">Near Death</td>
<td width="160" vAlign="top">End of Story or until next Downtime</td>
</tr>
</table>
<p>As a reminder, Wound Type is calculated like this:</p>
<p>Offensive Damage Factor (ODF) = Degree of Success + [Armament] + [Scale]</p>
<p>Defensive Damage Factor (DDF) = [Protection] + [Scale]</p>
<p>Wound Type = ODF &#8211; DDF = (DegreeOfSuccess + Armament + Scale) &#8211; (Protection + Scale)</p>
<h2>Running Combat</h2>
<h3>Framing the Combat</h3>
<p>Framing the Combat is critical. You must answer each of the questions in Framing Combat. If you can&#8217;t answer the questions, then there is no Combat to run. Several of the questions have a mechanical impact on the Combat so they must be considered fairly. You can of course Frame a smaller Combat within a bigger Combat or Scene.</p>
<p><a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337269">More on Framing Combat here</a></p>
<h4>(Stakes) Is it worth going into Combat?</h4>
<p>You don&#8217;t have to enter combat. You should only go into full Combat if the conflict is high stakes for the player characters (like their lives).</p>
<h4>Who are the involved <em>parties</em> and what are the <em>sides</em>?</h4>
<p>You can&#8217;t have a combat with out at least two antagonistic <em>sides</em>. If you can&#8217;t identify at least two sides then you don&#8217;t have a Combat. Go no further.</p>
<h4>(Abstraction) What is an Attack in this context?</h4>
<p>When applying the combat to new circumstances you must at the very least figure out what an Attack is (and by implication then what a Defence, Protection, Armament, Environment, etc. might be). If you can&#8217;t even do that, there is no Combat. Go no further.</p>
<p>A Combat consisting of just Unopposed Attacks starts in Mixed Combat mode. Opposed Attacks start in Personal Combat mode (perhaps framed by a Mixed Combat).</p>
<h4>(Scaling) What is the minimum size of a Story Element within the Combat?</h4>
<p>Combat consists of Events. The default scale of Combat is the smallest perceived Event in Combat (normally an exchange of attacks and defence &#8211; not a single attack). You can explicitly use a higher Scale. Please check out <a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337278">the section on Abstracting and Scale</a> for a more in-depth description.</p>
<h4>What are the exit conditions for the parties?</h4>
<p>The game-master must have some concept of how the combat can end and if there are multiple exit conditions (some of which may be revealed to the players).</p>
<h4>Declare Environment Conditions</h4>
<p>The Environment always affects combat. The games-master must declare at least one Environment Condition that impacts the Combat. This may manifest as modifiers to tasks, task blockers or enablers or damage over time.</p>
<h3>Mixed Combat (Default)</h3>
<p>Combat is considered to start as Mixed Combat. Mixed Combat can handle &#8220;many to many&#8221; type combat. Personal Combat can play out within a Mixed Combat. A round in Mixed Combat is a round of events involving each player characters that is part of the combat. This round of events breaks down to the lowest character-perceived event (default scale), i.e. a Story Element. This is generally equal to an exchange of attacks. A round of Personal Combat is considered the same as a round of Mixed Combat/Story Elements.  Every player should get to act/roll once per round. Initiative/order of play should be random (unlike Personal Combat). Damage done in Mixed Combat is Splash Damage. Character&#8217;s actions are not restricted (unlike Personal Combat). The game-master can Pause combat to give a dramatic description of some event.</p>
<p>You can use Mixed Scale in Mixed Combat. If one player is playing at a higher scale then the others, they rolls only once per every two (or more) rounds compared to the other players. This can be used to have a Personal Combat ran on a different Scale to the rest of the Mixed Combat. Significant events during Mixed Combat can still force the player to scale back down to the same level as the other players.</p>
<p><a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337276">More on Mixed Combat&#8230;</a></p>
<h3>Personal Combat</h3>
<p>Personal Combat uses the same Scale &#8211; you can&#8217;t use Mixed Scale (like with Mixed Combat). It applies to combat involving one party against one other party (hence &#8220;Personal&#8221;) or multiple parties. A trait or check is required to gauge initiative and therefore order of actions &#8211; you can&#8217;t use a random mechanic. Initiative can be affected by Wound penalties. Personal Combat starts when one party makes an Opposed Attack against another. If the character cannot defend them selves then it is an Unopposed Attack and does not start Personal Combat. A round of Personal Combat equals a Story Element of the same Scale. No other actions besides Attack, Defensive Actions or Combat Manoeuvres are allowed during Personal Combat. Personal Combat uses Task Damage. Personal Combat can be used for &#8220;<a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337275">Time-shifted Combat</a>&#8220;; where a player character is fighting against the works of another party who is no longer present.</p>
<h4>Step 1: Declare Stance</h4>
<p>Before entering Personal Combat, all parties must declare their stance: Neutral, Defensive, Aggressive and Surprised. Parties unaware they are being attacked are automatically considered Surprised. If Personal Combat is started from an Opposed Attack, then the attacking party is automatically considered Aggressive. If all parties involved declare Defensive, the round ends (no-one attacks each other) but does not exit Personal Combat. Stances give some bonuses (and penalties) to the 1<sup>st</sup> Exchange but after that, stance is forgotten.</p>
<p><strong>Aggressive:</strong> An Aggressive Stance gives a +1 to any attacks but -1 to any defence.</p>
<p><strong>Defensive:</strong> A Defensive Stance gives +1 to any defence but -1 to any attack.</p>
<p><strong>Neutral:</strong> A Neutral Stance gives no bonuses or penalties to attack or defence.</p>
<p><strong>Surprised:</strong> A Surprised Stance means the character is unaware of an incoming attack. They may be able to make some sort of roll to react but they will be on a -2 penalty.</p>
<h4>Step 2: Initiative and Allocate Ranks</h4>
<p>Determine Initiative of all parties involved in the Combat using your chosen mechanic. Then from the lowest Initiative to the highest, parties must:</p>
<p><strong>I.</strong><strong> Chose Skills:</strong> Parties must choose what Skills they are using for Attack and for Defence (if they have a choice). If you use a different Skill for Attack and for Defence only the lowest ranking one counts for Allocating Ranks. You can only use Combat Manoeuvres from the Skill you are using. If you use one Skill for Attack, you can only use Combat Manoeuvres from that Skill for Attack (and likewise for Defence).</p>
<p><strong>II. Allocate Ranks:</strong> Parties must also allocate ranks from their chosen Skill (or lowest of their chosen Skills), declaring how many ranks they are putting into the 1<sup>st</sup> Exchange. They start with twice the number of ranks in the lowest of their chosen Skill (this is to keep difficulties consistent between Exchanges and outside of Personal Combat). Anything unallocated can be used for Combat Manoeuvres and the 2<sup>nd</sup> Exchange. Combat Manoeuvres, that require a roll, also require ranks from this &#8220;pool&#8221;.</p>
<p>To handle multiple parties in Personal Combat, the defending party must allocate ranks to each attacking party. External parties can give Protection to an involved party but cannot give Armaments. If they are giving a party Armaments, they are considered an attacker (which exits Personal Combat).</p>
<p><strong>III. Declare Action:</strong> Parties must now declare their action: Attack, Defend or a Combat Manoeuvre. Parties with the higher initiative act first.</p>
<p>Parties with the higher initiative go first so generally the parties with lower initiative will be defending. However both parties could attack each other. In this case the party with higher initiative attacks first (the second party has no defence). Damage is applied and then the second party can attack (the first party now has no defence). Depending on the context, parties may have access to a Combat Manoeuvre that allows them to &#8220;buy&#8221; initiative. Such a Combat Manoeuvre may take Fudge Points, ranks or even Experience points, which ever is most applicable. This may be used to try and strike first if both parties are attacking, a very risky technique.</p>
<h4>Step 3 and 4: 1<sup>st</sup> and 2<sup>nd</sup> Exchanges</h4>
<p>Parties with the higher initiative act first so in the 1<sup>st</sup> Exchange they normally make an Opposed Attack using the allocated ranks from Step 2. The winner of this roll can then take or keep initiative for the 2<sup>nd</sup> Exchange. If there is a tie, the attacker maintains initiative. Damage is resolved and Task Damage is applied instantly taking from any allocated ranks for the 2<sup>nd</sup> Exchange. Repeat for 2<sup>nd</sup> Exchange (parties now allocate ranks for the 2<sup>nd</sup> Exchange from their remaining unused ranks).</p>
<p>If all parties decide to attack in either Exchange, the party with the initiative (2<sup>nd</sup> Exchange) or higher initiative (1<sup>st</sup> Exchange) attacks first with an Unopposed Attack. Damage occurs and then the second party can attack also with an Unopposed Attack.</p>
<p>End of round. As long as no exit condition has occurred, start next round and go back to Step 2.</p>
<h4>Exiting Personal Combat</h4>
<p>The flow of Personal Combat is like this:</p>
<ul type="disc">
<li>An Opposed Attack Occurs: Step 1-4.</li>
<li>Subsequent Rounds: Steps 2-4.</li>
</ul>
<p>Personal Combat can stop if:</p>
<ul type="disc">
<li>The player character takes an Incapacitated or worse Wound</li>
<li>Any of the parties suffers a Consequence</li>
<li>Any of the parties involved is attacked by an external party (such as during a Mixed Combat)</li>
<li>The effect of a Combat Manoeuvre (like Evade)</li>
<li>An external event</li>
</ul>
<p>When Personal Combat is stopped, the Task Damage is shaken out to Splash Damage. Parties can re-engage Personal Combat again but must start from Step 1.</p>
<p><a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337270">More on Personal Combat&#8230;</a></p>
<h3>Fun Mode Variant</h3>
<p>Fun Mode can be applied to both Mixed and Personal Combat. Fun Mode states simply that there are no Consequences suffered by the participants. The first to suffer what would be a Consequence loses the combat. A participant can explicitly decide to break the rules and do a full-out attack. This becomes obvious to all parties only after the first full-out attack is resolved, which means that a player may not be aware that an in-coming attack is actually a full-out attack. Regardless if that full-out attack succeeds or fails, it is obvious that Fun Mode is over and normal combat takes over. <a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/#_Toc194337277">If you want to know what to use Fun Mode for see here.</a></p>
<h2>More</h2>
<p><a href="http://thedeadone.net/writing/rpg/tdo-combat-fudge-v01/">For examples, notes and guidance please refer to the original draft of the system</a>. Comments are welcome.<br />
<h3 class='related_post_title'>Related Posts:</h3>
<ul class='related_post'>
<li><a href='http://thedeadone.net/rpg/tdo-combat-fudge-v01/' title='TDO Combat Fudge v0.1'>TDO Combat Fudge v0.1</a></li>
<li><a href='http://thedeadone.net/blog/a-free-roleplaying-game-lost-heroes-is-available-online-right-now/' title='A free roleplaying game: Lost Heroes is available online right now'>A free roleplaying game: Lost Heroes is available online right now</a></li>
<li><a href='http://thedeadone.net/blog/review-part-1-of-my-custom-dice/' title='Review part 1 of my Custom Dice'>Review part 1 of my Custom Dice</a></li>
<li><a href='http://thedeadone.net/blog/my-cthulhuthedeadone-fudge-dice/' title='My Cthulhu/thedeadone Fudge Dice!'>My Cthulhu/thedeadone Fudge Dice!</a></li>
<li><a href='http://thedeadone.net/blog/thedeadone-gaming-dice/' title='thedeadone gaming dice?'>thedeadone gaming dice?</a></li>
</ul>

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