FAST - the elevator pitch
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Literary characters aren’t made of stats: they’re made of motivations and wrapped around questions. Fudge Adventure StoryTelling (FAST) is designed for creating heroic “literate gaming” that addresses this in a way that has a satisfying rules-crunch yet is light enough to encourage a story-driven gaming style.
- Characters are designed around complimentary Forms which help frame actions.
- Players describe their actions and roll a pool of Fudge dice based on the combination of Forms described. The player can optionally choose to roll fewer than the total pool, indicating half-hearted efforts (also narrated accordingly).
- Negative dice results up to the lowest of the Forms rolled can be cancelled freely. If 7dF were rolled with the lowest Form having 3 dice (Great), up to -3 can be cancelled. These cancelled dice can then be re-rolled at the cost of Fudge Points (FP).
- Static contests have a fixed adjective target on the Ladder. Dynamic/opposed contests have a differential result, also described by the Ladder.
- “Damage” occurs in the form of losing dice from the Form pools used.
- To create NPCs, the GM has a budget of Fudge Points used by the players to create their characters. The stakes for defeating an NPC are the FP used to create the NPC.
- The system is deliberately intended to be “artfully vague” to allow for freedom of storytelling. It’s meant to accept “plug-ins” and add-ons pretty easily.
More will be outlined in the SRD document. This, however, is the basic gist of it…