My Day of Fudge

Yesterday I ran two games at my local game shop for the Day of Fudge. In the morning I feared that it would not be much of an event, but by the end of the day I thought it turned out even better then I had expected!

My first game had only one player booked to join it. That was it. One player. Not much of an event right? Yet it turned out great, because it raised awareness for the next game. One other player joined the game and others watched as we played. They asked questions about Fudge that I did my best to answer, and I handed out promotional material sent to me by Ann as well as some USB drives that I had prepared with PDFs and free software that you can use to run Fudge games with.

My second game had only 3 people registered to play of which only 1 showed up, yet the interest from the first game carried over and I had 4 players total, because the 2 players from my morning wanted to keep playing and one of the observers joined in as well.

So I went from having only 1 player in the morning and no one being that interested in my game, to 4 players in the evening and a lot of interest being shown in the games that I was running as well as the Fudge system itself. Since the purpose of the Day of Fudge was to generate interest in the Fudge system I am sure that my Day of Fudge events were both successes. I mean, when you have people asking “Where do I get the game from?”, “What products can I buy that use Fudge?”, and “When can we play Fudge again?” then you were successful.

Between games I showed some of the books that I own for Fudge games, handed out Fudge dice (thanks for the 200 dice Ann!), and explained the system further. The games I had with me were Rogue Publishing’s The Collectors  and Pariah, Digital Alchemy’s Hack-N-Slash, and Grey Ghost Press’ Terra Incognita and A Magical Medley. But most important of all I had Grey Ghost Press’ 10th Anniversary Edition of Fudge on hand to show others. Hopefully some of the people who attended my Day of Fudge games will purchase some of these Fudge products and more.

All-in-all I had a great time. My games were randomly generated by the players using the table below:

Roll Genre Setting Villain Objective Complication Advantage
1 Horror Caravan Monstrous Beast Deliver Item Bad Weather Unique Items
2 Fantasy Major City Cultists Seek & Destroy Natural Disaster Authority
3 Space Opera Outpost Government Hold the Line Outbreak Elite Training
4 Western Transport Invaders Bodyguards Limited Supplies Powers
5 Bunnies Building Zombies! Take Over Forgot Something Lucky
6 1920s Pulp Mine Utopia Escape Wanted Hacks

The first game was a space opera on a transport with a utopian society as the villain. The player characters were bodyguards who were wanted for being part of the underground movement to overthrow the government. The player characters were also hacks with a talent for overriding systems and security measures.

The second game was a horror game where the player characters were in an outpost fighting cultists. They had to hold the line against an outbreak of zombies with their elite training. At the players’ request we made it a 1920s steampunk setting as well.

Both games were awesome. In the first the players had to protect a doctor so that she could broadcast a message to all of the citizens on the transport (a huge ship with several cities worth of people on board) that the utopian society was trying to replace them all with “perfect” genetic specimens that they had created through cloning and genetic engineering. The players saved the day and overthrew the government and actually took over the ship!

In the second game the players were trying to keep a small town out in the middle of nowhere from being overrun by an evil force that was turning people into zombies. Little did they know that the daughter one of the families of farmers that they had saved on the outskirts of town was the big bad evil force behind it all. In that game the players fought right to the bitter end, but eventually they were killed as one of their own destroyed the girl’s body only to release the evil spirit possessing her into his own body.

A total party kill can be a downer, but the players still had a good time. Plus the 90 year old shotgun wielding and zombie slaying granny made it all worth while. 🙂

One last thing, while I did have the characters pre-generated with attributes I hade no skills listed on the character sheets whatsoever. Once we knew what kind of game we were playing I let the players choose one skill at a rank of Great, two skills at the rank of Good, and three skills at the rank of Fair. I thought it was a great way to show how versatile the Fudge system is, so players had skills like “Vampire Hunter” or “Kung Fu” and we just went with it. When the player character with the skill of “Steampunker” built a horseless carriage out of farm equipment with a Legendary roll result I knew that it was a good move to have let the players choose the skills for the game.

So that was my first, but definitely not my last, Day of Fudge! If you have any questions to ask about my events, or if you ran your own event please tell me about it by leaving a comment.

Let me take a moment to thank Ann Dupuis of Grey Ghost Press for sending me 200 Fudge dice and a stack of handouts, the great people at Rogue Publishing and Seraphim Guard for giving me permission to hand out PDFs of introductory adventures for their games, and Ken and Kathleen of Unique Gifts & Games in Grayslake, IL for hosting my Day of Fudge event. You all rock!

Until next year – HAPPY DAY OF FUDGE!!! 🙂