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[FUDGE] system basics - second half of the work
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<blockquote data-quote="Storm Gorm" data-source="post: 1283858" data-attributes="member: 14327"><p><strong>Story Element combat resolution</strong></p><p></p><p>I gave up the objective character creation. Its too difficult. It needs too much detail-of-rules, which i get easily distracted by. I want everything to be as rules-light as they can possibly be (within reason). </p><p></p><p>So i think ill have to try the combat of "story elements", as described in the Fudge rulebook as something like this: When encountering a scene for combatting, you (the gm) ask the players what they intend to do with the situation as it presents itself. They answer, and you roll some relevant tests for the various projects and intentions worked in this clash, and write them down. And by reading off probabilities and nuances from these rolls, you just decide on some result.</p><p></p><p>But this is perhaps a little too light, and too loose, and i foresee my players begging for more rules or even worse: bargaining with me for the result i decide on - a democratic outcome. This last will of course only be of annoyance, they wont get their way, but if i know them right, they wont stop trying.</p><p></p><p>So i really wondered if anyone of you have a similar REALLY rules-light way of playing combat? Or maybe you have any hints and tips to how to get it to work smoothely, perhaps? Best of all would be perhaps if anyonw could share experience on the "story element" combat resolutiuon with me. Tell me its strengths and its weaknesses etc.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Storm Gorm, post: 1283858, member: 14327"] [b]Story Element combat resolution[/b] I gave up the objective character creation. Its too difficult. It needs too much detail-of-rules, which i get easily distracted by. I want everything to be as rules-light as they can possibly be (within reason). So i think ill have to try the combat of "story elements", as described in the Fudge rulebook as something like this: When encountering a scene for combatting, you (the gm) ask the players what they intend to do with the situation as it presents itself. They answer, and you roll some relevant tests for the various projects and intentions worked in this clash, and write them down. And by reading off probabilities and nuances from these rolls, you just decide on some result. But this is perhaps a little too light, and too loose, and i foresee my players begging for more rules or even worse: bargaining with me for the result i decide on - a democratic outcome. This last will of course only be of annoyance, they wont get their way, but if i know them right, they wont stop trying. So i really wondered if anyone of you have a similar REALLY rules-light way of playing combat? Or maybe you have any hints and tips to how to get it to work smoothely, perhaps? Best of all would be perhaps if anyonw could share experience on the "story element" combat resolutiuon with me. Tell me its strengths and its weaknesses etc. Thanks. [/QUOTE]
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[FUDGE] system basics - second half of the work
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