Fudge Game Design Is Like A Collage

Yesterday I wrote about restricting yourself from using a common design element when I made my case against aspects. I think that aspects are great, but it seems that everyone is using them in their Fudge systems now. I want to take a risk and avoid aspects on purpose in order to push myself to innovate.

But that does not mean that you should avoid all of the great stuff available to you from the Fudge community. I have been digging deep into the Fudge System Reference Document and the many wonderful articles posted to Fudge Factor in order to find the right building blocks with which to assemble my Fudge derivative from. This to me is just smart design.

Some might say “How come you don’t use that same logic with aspects?” My response is that I don’t consider aspects to be a basic building block of Fudge games. Aspects are the secret ingredient of Fate that makes it stand out form other Fudge derivatives. I want to invent my own secret ingredient, but that doesn’t mean I can’t use the same base as others have. After all, I’m still using Fudge.

So Budge v2.0 is like a collage right now. I’m taking the art created by others and slowly merging it with other pieces on my own canvas. Eventually this collage will stand on its own as a new unique work of art even though you will be able to identify the pieces from which it was created. For me one of the joys of designing with Fudge is that I do not have to build each piece from scratch. Instead I can pick and choose what I like and what I believe will work best for my game system.

What about you? Do you think Fudge is a collection of building blocks? Let us know by leaving a comment below.