Here is a shortened translation of the near-diceless Grofzg rules, which are in turn based on Fudge.
+--------------------------------+--------------------------------+ | ABOUT FUDGE | DISCLAIMER | +--------------------------------+--------------------------------+ | Fudge is a role-playing game | The following materials based | | written by Steffan O’Sullivan, | on Fudge, entitled Grofzg, | | with extensive input from | are created by, made available | | the Usenet community of | by, and Copyright © 1997, 2007 | | rec.games.design. The | by Alex Schröder, and are not | | basic rules of Fudge are | necessarily endorsed in any | | available on the internet at | way by Steffan O’Sullivan or | | http://www.fudgerpg.com and | any publisher of other Fudge | | in book form from Grey Ghost | materials. Neither Steffan | | Games, P.O. Box 838, Randolph, | O’Sullivan nor any publisher | | MA 02368. They may be used | of other Fudge materials is | | with any gaming genre. While | in any way responsible for | | an individual work derived | the content of these materials | | from Fudge may specify certain | unless specifically credited. | | attributes and skills, many | Original Fudge materials | | more are possible with Fudge. | Copyright © 1992-1995 by | | Every Game Master using Fudge | Steffan O’Sullivan, All Rights | | is encouraged to add or ignore | Reserved. | | any character traits. Anyone | | | who wishes to distribute such | | | material for free may do so | | | – merely include this ABOUT | | | FUDGE notice and disclaimer | | | (complete with Fudge copyright | | | notice). If you wish to charge | | | a fee for such material, | | | other than as an article in a | | | magazine or other periodical, | | | you must first obtain a | | | royalty-free license from | | | the author of Fudge, Steffan | | | O’Sullivan, P.O. Box 465, | | | Plymouth, NH 03264. | | +--------------------------------+--------------------------------+
Write up your character using a few sentences. Make a list of skills where your character differs from ordinary grownups and assign values as you see fit.
||Category||Child||Adolescent||Grownup||Adventurer||Professional||Master||Hero|| ||:--:||:--:||:--:||:--:||:--:||:--:||:--:||:--:|| ||Description||terrible||poor||normal||good||great||unbelievable||legendary|| ||Value||1||2||3||4||5||6||7||
Example: The pictish warrior Ailcluaide is weaker than most (2), smaller than most (2), can wield a sword better than ordinary people (4), can practically melt into shadows and move silently through the woods (5), can’t swim (1), climbs trees better than most (4), and knows how to cast simple enchantments and curses, but nothing eye catching (2).
If the result of an action is to be judged by the game master (GM), she should take the following factors into account:
Example: Ailcluaide sneaks up to a roman guard and tries to sneak up to him to knock him unconscious. Both are professionals (5), and chance is important. Ailcluaide rolls +1 (6), where as the roman guard rolls a 0 (5), Ailcluaide wins by small margin. The GM decides that the guard is surprised and at -2 for the upcoming combat.
Combat is broken down into scenes. Everybody describes what they will do, followed by action resolution as described above. Should anybody get hurt, that person should take note of the wounds in a diagram similar to the one below.
||Difference:||1||2||3||4||5|| ||:--:||:--:||:--:||:--:||:--:||:--:|| ||Result:||scratches||light||severe||threatening||deadly|| ||Hits:||☐ ☐ ☐||☐||☐||☐||☐|| ||Temporary Hit:||||☐||☐||☐||☐|| ||Penalty:||none||-1||-2||||no further actions possible||
Example: The roman guard tries to cry for help and retreat back towards the camp, where as Ailcluaide wants to silence him as quickly as possible. Ailcluaide is not as good with his sword (4) as the guard is (5), but the roman guard is at -2 due to the surprise attack. Ailcluaide is not quick enough to stop the shouting, but manages to beat the guard back. As the guard was retreating anyway, the GM rules that the guard avoids getting scratched but has to retreat fairly quickly.
At any point during a session, the GM may give characters luck points for entertaining or heroic feats. Characters can use these luck points at any time to determine the outcome of an action.
After several sessions, the GM may allow his players one point to increase a skill.