FAST - the elevator pitch

Knucklebones die, made of SteatiteImage via Wikipedia

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.

  1. Characters are designed around complimentary Forms which help frame actions.
  2. 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).
  3. 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).
  4. Static contests have a fixed adjective target on the Ladder. Dynamic/opposed contests have a differential result, also described by the Ladder.
  5. “Damage” occurs in the form of losing dice from the Form pools used.
  6. 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.
  7. 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…

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