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: OK - what I was thinking of would be a slight redefinition of >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: the term Fault. Currently, Fault is defined as, Fault: any trait that limits a character's actions, or earns him a bad As such, it includes all personality traits. For example, a high I would redefine Fault as: Fault: any trait that isn't an attribute or skill, but is something Thus it will be directly the opposite of a Gift. In this view, I suggest there be a separate section to deal with the problems 1) Advice the player that you think he is out of character. This section should emphasize that Personality Traits can be --------------------------------------------------------------------------- - You must Sign in before you can post messages.
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