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Message from discussion FUDGE Faults (was Critical Results)
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John H Kim  
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 More options Jun 10 1993, 5:52 pm
Newsgroups: rec.games.design
From: j...@cunixb.cc.columbia.edu (John H Kim)
Date: Thu, 10 Jun 1993 20:51:41 GMT
Local: Thurs, Jun 10 1993 4:51 pm
Subject: Re: FUDGE Faults (was Critical Results)
        Sorry if you get two copies of this - I decided to rewrite it just
after sending it.

s...@oz.plymouth.edu (Steffan O'Sullivan) writes:
>j...@cunixb.cc.columbia.edu (John H Kim) writes:
>>3)      The notation of all personality as 'Faults' still somewhat bothers
>> me. Have you considered making general note about 'Personality Traits'
>> as distinguished from more game-mechanical traits. I think traits like
>> 'Courageous' are hard to group under 'Faults'.

>Other terms to use instead of (or in addition to?) fault:
...
>All are big words, which is not an asset; not all are appropriate
>umbrella terms (lameness is hardly an idiosyncrasy, for example).

        OK - what I was thinking of would be a slight redefinition of
the term Fault. Currently, Fault is defined as,

Fault: any trait that limits a character's actions, or earns him a bad
     reaction from other people.

        As such, it includes all personality traits. For example, a high
Willpower limits a character's actions: he cannot knuckle under authority
against his better judgement - doing so would be out of character for him.
Still, this is not described as a Fault elsewhere in FUDGE.

        I would redefine Fault as:

Fault: any trait that isn't an attribute or skill, but is something
     negative for the character.

        Thus it will be directly the opposite of a Gift. In this view,
Personality Traits can be Faults, Gifts, or Attributes depending on how the
GM/player views them. For example, a GM in a Horror game might want players
to have Courage as an Attribute - so they might have to make Courage tests
to face up to certain monstrosities. In other games, Cowardice might be a
Fault; here it is a low Attribute.

        I suggest there be a separate section to deal with the problems
of Personality Traits. Personality Traits are unique in how they interface
with role-playing. The most basic question is what shoudl the GM do if, in
his opinion, a player is acting out of character. I think the section should
just give the GM options, forcing him to consider the issue. Some suggestions
might be:

1) Advice the player that you think he is out of character.
2) Give the player less experience.
3) Force the character to act somewhat differently than the player says.

        This section should emphasize that Personality Traits can be
Attributes, Gifts, or Faults depending on how the GM or player views them.

--------------------------------------------------------------------------- -
John Kim                    | "Faith - Faith is an island in the setting
j...@cunixb.cc.columbia.edu | sun. But Proof - Proof is the bottom line for
Columbia University         | everyone."            - Paul Simon


 
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