Fudge Design Limitations
I make my living as a Systems Engineer for a software development firm. My role is to design the global infrastructure, and to troubleshoot high level problems that may require design changes. Often problems related to design are caught long before a system is brought into production. These are the types of problems that are the result of a design flaw and they are easy problems to resolve.
The truly difficult problems to resolve are when a system reaches a design limitation. No matter how well the system is designed there are limitations in every design. A good designer tries to foresee the reasonable rate of consumption or expected performance for the lifetime of a system, and then buffers that amount with a generous overhead to ensure stability.
No one can predict the actual use of a product though and occasionally systems that I designed to last five years are being stressed in three years. Is this due to bad design? No. It is because of unpredictable changes in components, reasonable expectations, and unforeseen user activity. Hitting the design limitations of a system after a few years of use but still earlier than expected is actually a sign of success. The system fulfills the needs for which it was designed, and addresses some new problems that creative users recognized the system’s potential to solve.
Good designers recognize that no system is ever finished, and this applies to game systems like Fudge just as it does to complex technologies. I enjoy Fudge tremendously, but it has limitations in its design such as:
- Fudge is so simple that it creates complexity when a designer chains several simple components together. The core mechanic is not complex, but it is the chain of components using the core mechanic that can get out of hand. A good example is combat using opposed rolls with offensive and defensive modifiers that can lead to combatants both winning the opposed action. Two opponents can block each other or injure each other once the modifiers are applied. This is a great concept, but it is difficult to keep track of in actual play.
- Fudge can be played with very little mechanics to be a collaborative storytelling game with some gaming groups. The problem is that those groups might not have the same experience twice if the social dynamics should change. A different game master or a new player with a different approach to the game can offset the social dynamic that made that collaborative storytelling experience work. Mechanics and rules create certain limitations, but they also help to focus the play of a game. Rules also help to manage player expectations.
- Fudge has a very limited range in what the ranks ladder can handle. I use a ranks ladder with fifteen adjectives now and that is pushing what a person can easily recall while playing the game. My ranks ladder uses the original seven adjectives and I added four negative and four positive results to the ladder so that any dice result at any rank has a unique description. The problem is that now the ranks ladder stretches what the human brain can easily handle in terms of unique pieces of information.
So should we ditch Fudge because of these limitations? Absolutely not.
Remember that sometimes reaching a system’s design is a good thing. It shows that the system has been successful up to a point and that the needs of the users have changed enough to outgrow the system’s original specifications. Often the next system put into production is not a complete rebuild of the system, but instead the original system is upgraded with features used to address those specific limitations so that we do not have to abandon the working components.
For instance:
- I am using a spreadsheet and writing a simple software application to make the calculation of opposed rolls with combat modifiers easy to resolve quickly.
- Fudge points can be defined as having certain benefits to help manage the collaborative storytelling experience with.
- The scale modifier was created to address the limitations of the core mechanic’s ranks ladder.
All three of these examples show how despite Fudge’s design limitations the creation of a new mechanic can expand the usefulness of the core mechanic. The design of the core mechanic was not altered in any way. We still have a list of adjectives and a unique set of dice that most likely will not change the expected outcome of a contest. Yet by introducing some simple mechanics to compliment the core mechanic with we can continue to use the core mechanic without any alteration.
This reason is why I love to design rules using the Fudge system. As Fred Hicks once told me in an interview regarding the adaptability of Fudge – “You can bolt all sorts of things onto it, and it’s still Fudge when you get to the other side of it.”
That is what Fudge needs: new mechanics that compliment the core mechanic. I created an initiative system that uses playing cards for Fudge, and today my friend Keith Boyle used a variation of that system for his own game that he ran. We both are using a mechanic other than the core Fudge mechanic in our Fudge games, and yet we are still playing Fudge. Only now our Fudge games are better and unique because we brought those complimentary mechanics into play.
So when you design your Fudge games do not be afraid to stray from the simple core mechanic of Fudge in order to have the type of play experience that you desire. The core Fudge mechanic is versatile not only in how it can be applied, but also in how it can be complimented.
Do you use a unique mechanic in your own Fudge game? Tell me about it in the comments section below, and share your own design types with the rest of the Fudge community!
I think you can accomplish quite a bit in just the seven-tier system. No need to get too complex, although there’s nothing wrong with a few extra levels here and there.
For scale, I just did a three-tier thing where characters either get +2, +4 or +6 modifiers. Any more than that, and it’s “You go squish now!” I would just tell players to roll against a movement trait instead of trying to fight the giant whatever. I do the same for strength feats, unless I’m using Marvelous Superheroes.
I think the seven level ladder is perfect. Have you ever heard of the “5 plus or minus 2” rule? (Wikipedia has just told me it’s called Miller’s Rule[1]) Being an Engineer you may be aware of the TCPIP layer stacks. There are 7 layers. This isn’t because it’s technically correct, but, like the 7 adjectives in Fudge, it’s because of Miller’s Rule. It’s easier for people to understand and remember 7 words than 15.
If you’re interested, I’m planning on using two “extensions” to Fudge that I wrote up for my Lost Heroes system:
Story Hooks: http://thedeadone.net/blog/story-hooks-v02/
Professions: http://thedeadone.net/blog/the-big-pile-of-skills-problem/
And I’m thinking of properly adapting my “Combat Profiles” madness into a real system: http://thedeadone.net/rpg/tdo-combat-fudge-v01/
[1] http://en.wikipedia.org/wiki/The_Magical_Number_Seven,_Plus_or_Minus_Two
@Mikelo – I like that approach to scale and I will test it out in one of my games. Thanks!
@Mark Cunningham – I know of the 7 layer model of TCP/IP (the dirty secret is that the TCP/IP stacks is a logical model and the actual technology uses the DoD model which has 4 layers), and that is a good example.
I’m also aware of Miller’s Rule and that is why I have 15 adjectives. I know that doesn’t make sense upon first reading it, so please allow me to explain. 🙂
Our brains categorize things, and the problem with the 7 ranks ladder is that it does not allow for all possible results to be accounted for. A Superb +4 result is possible with the 7 ranks ladder. A Terrible -4 result is possible with the 7 ranks ladder. Yet we’re asking the brain to ditch the idea of a unique adjective for every possible result and to suddenly switch to a hybrid of adjectives plus math. I just don’t like that.
So instead I went with this:
Seven Positive Results:
+7 – Epic
+6 – Legendary
+5 – Amazing
+4 – Outstanding
+3 – Superb
+2 – Great
+1 – Good
One Neutral Result:
0 – Fair
Seven Negative Results:
-1 – Mediocre
-2 – Poor
-3 – Terrible
-4 – Abysmal
-5 – Miserable
-6 – Hideous
-7 – Wretched
So now I’m hoping that the brain handles this as two separate categories (seven positive and seven negative) with a transition point (one neutral). All characters are only allowed to have a rank between Terrible and Superb, but now every roll of the dice is accounted for. Scale is used to handle any shifts between power levels.
New players grasp this very quickly from what I have seen (seven good ranks and seven bad ranks), but players familiar with Fudge is where the problem lies. Most Fudge players have already internalized the idea that there are seven ranks and they see the new ranks ladder as an extension and not as a split.
So if they play a Fudge game with someone else and I come along and tell them “Change how you think!” it does not always work out well for me.
Yet I might have a solution: presentation! When I have all of the positive ranks listed with a green background and all of the negative ranks listed with a red background people grasp the concept much easier.
This is a perfect example of how we can expand upon Fudge and create new material by complimenting the core mechanic and not having to replace it. Presentation, simple software tools, and just designing with a defined purpose in mind are all ways that we can expand upon Fudge.
Last but not least, thanks for the links! I’m checking them out now.