A downloadable game

Download NowName your own price

My entry to 24 word RPG Jam!
Last year I did a 12 word game with fudge dice - this is the "upgrade" of that idea.

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(9 total ratings)
Authorcmartins
GenreRole Playing
Tagsagnostic, alternative, fudge, micro-rpg, Minimalist, OSR, Tabletop role-playing game, weird

Download

Download NowName your own price

Click download now to get access to the following files:

5Fudge_v2.pdf 617 kB
5Fudge-A4.pdf 688 kB

Development log

Comments

Log in with itch.io to leave a comment.

(2 edits)

Super! I like it!

I translated this character sheet for my friends. Would you mind if I shared the result?

This game is wonderful! In spite of its word-count, it's a full-fledged game that you could use to run anything. Also, I adore your art for the gameplay examples. Thyme is so cute!

I wanted to share an idea I had for how to handle lost dice; a lost die could simply be one removed positive die from a roll, and it would work somewhat symmetrically to skills' erasure of negative dice. This idea was thought up after seeing CrlBox's own idea.

I wanted to ask about the blank skills in the examples too; since they don't have any points allocated, are they, like, anti-skills? As in, "this is what the character certainly isn't," or is it like "the character is this, but they're not very good at it, or it tends not to help them against obstacles."

(+1)

Thank you so much for sharing the ideas. Your appreciation and input is most welcomed.

I think removing a positive die from the roll has the same impact as the "automatic minus" that CrlBox suggested (my answer to their post wasn't there when you made your suggestion - my bad). I am not saying that's not okay, I just think it's creates difficult situations for the players.

About the blank skills:  You can use blank skills, you just have +0 bonus (you're not good at it).

In this game, skills were envisioned to be the same for all the players - things that everyone can do.  You define the skills, when you create the characters - and skills would end up defining the game you about to play. For instance if you're playing a dungeon crawler (where the characters hack and slash all the time) you won't use Charisma - maybe you'll end up with something like "Sword / Arrows / Magic / Silence / Resistance / Camp".  If you want to have unique abilities, write those in "resources" - let's suppose that Magic is not for everyone - then, you should replace it in the Skill section (by Armor, or something, idk) and only those who can use it, should write "Magic" in their Resource section (unlocking that ability and granting a re-roll). 

Hope this clarification helps. Feel free to drop any further questions =) 

(+1)

LOVE this.
One thing: If you lose dice when failing, it will make success easier for the coming rolls. If you have only three dice left for example and are using a skill with three points allocated, you can't fail anymore.

(+1)

Glad you like it :)

It's not quite like that. In 24 words it's difficult to explain... Let me try in the comments.

The skill only allows you to ignore negative dice - it doesn't grant you positive value. For instance, if you have a skill of 3, like you said, you can ignore 3 negative dice. But, you still need positive dice to succeed against an obstacle of 1 or 2. And that becomes harder with less dice.

It may not be the best solution... I'm open to suggestions. But I also wanted the dice to emulate HP or vitality - you become weaker as you lost.

What do you think?

(+1)

You are doing a great job, especially with 24 word limit. The examples are really good as well. 

I dig the dice representing vitality.
Maybe instead of crossing off a die, a die becomes an automatic minus when losing vitality. That would also enhance the chance of a failure, the weaker you get. Or is the downward spiral to severe?

(4 edits) (+1)

(sorry for taking so long to answer, but I missed the notification). I believe "auto minus" solution could lead to a downward spiral, like you also mentioned.

Let's imagine a player facing an obstacle of 2, with -2HP. To get a partial success they need:
A) + + on the dice roll  >>  3 dice (-2HP) VS -2
B) + + + + on the dice roll >> 5 dice VS -4 (-2HP)
both scenarios allow you to have a minus on a roll (if you have 1 skill point to ignore it) or a blank
I believe it's way harder to get B, and that's why I stayed with the A approach.

Your input is great. And I believe it suits the game perfectly, if you're playing an harder scenario, or a game with less rolls, or a game that allows you plenty of health recovery.

What do you think? Thanks for the discussion.

all good and reasonable <3
I was always considering making new rules to use with my fudge dice and when I came upon your rules, I was floored at how much it resonated to how I want rules to be. So I might be fiddling with your rules in the future ;D

Awesome! 
Feel free to take the discussion further. I'm not a social-media person, but I will gladly answer the best as I can (even if my english speech isn't the most articulated). 
Let me know when you do your thing  ;)