Fudge_Lite 0.10.2

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description

Fudge is a rules-light role-playing game engine providing a common set of game mechanics that can be used to create any role-playing game you desire. Fudge uses a simple word-based system for handling action and combat resolution, which makes the game fast-paced and easy to play.For example, a character might be a Great Swordsman rather than a 14th level fighter. Combined with simple action resolution, Fudge's descriptive nature makes ideal it for novice players. Fudge is also flexible enough to satisfy experienced roleplayers.There are no artificial limits placed on character creation; any character the player can imagine can be described in Fudge terms. (Of course, Fudge encourages players to consult with their game master when designing characters, since the GM has final say over whether or not a character is acceptable in a given game.)The basic Fudge rules contain no campaign world information (except for a few examples). But the game's flexibility allows it to be easily used with nearly any other role-playing game's campaign world - and, of course, with game masters' own personal creations.To get Fudge, you can download the Fudge basic rules from the Fudge Files or buy one of the complete Fudge-based products by Grey Ghost Games and other fine game publishers.

Transcript of Fudge_Lite 0.10.2

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Fudge LiteVersion 0.1 0.2http: //www.FudgeLite.com

Definitions:• Fudge die (or Fate die): a 6-sided die with two "+" sides, two "-" sides, and two blank sides. 4dFmeans 4 fudge dice are rol led for a result from -4 to +4.• Trait: Any attribute, ski l l , gift, or fault.• Attribute: A trait that everybody has (strength, charisma, spirit, mind, etc.)• Skil l : A trait that isn't an attribute but can improve through practice (broadsword, bladed weapons,melee combat, scuba-diving, nuclear engineering, etc.)• Gift: A good trait that isn't ranked on the Fudge ladder (danger sense, night vision, etc.)• Fault: A bad trait that isn't ranked on the Fudge ladder (offensive personal odor, glutton, etc.)

Fudge Ladder:• Legendary (8)*• Superb (7)• Great (6)• Good (5)• Fair (4)• Mediocre (3)• Poor (2)• Terrible (1 )

*Not al lowed for starting PCs.

Subjective Character Creation:Decide your character's attributes and skil ls and rank them on the Fudge Ladder. Any trait thatdoesn't fit on the fudge ladder is a Gift and/or a Fault. See Appendix A for example traits.

Point-buy Character Attributes:The GM decides the l ist of attributes before the game starts. All player attributes start at Fair (4).The players get Attribute Points to raise their attributes. The number of Attribute Points is equal tohalf the number of attributes, rounded up. The players may increase attributes to decrease others ata 1 :1 ratio. Attributes may not go above Superb (7) or below Terrible (1 ) at character creation.

Point-buy Character Skills:Same as for point-buy attributes, except skil ls start at Poor (2) and the number of skil l points isdetermined by the GM based on how broad or narrow the skil ls are (e.g." combat" vs "weapons" vs"swords" vs "broadsword").

Gifts and Faults:The GM may allow player characters to start with one or two free gifts. Faults may be taken with GMapproval but don't earn the player any extra character-building points.

Optional rule: Players earn a Fudge point whenever a fault of theirs gets them or their party intotrouble. Fudge Points are described later.

Trading Traits (with GM approval):During character creation unspent trait levels may be traded (in either direction) at the fol lowing rate:1 attribute level = 3 skil l levels.

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1 gift = 6 skil l levels.1 gift = 2 attribute levels.

Fudge On The Fly Character Skills:When using Fudge on the Fly, players don't have to decide on their ski l ls, gifts, or faults before playstarts. When a relevant trait is cal led for the player can fi l l i t in in the appropriate spot below. Theplayer can create a new trait at any time but may only place it in an existing empty slot.

Superb: [________________]Great: [________________] [________________]Good: [________________] [________________] [________________]Fair: [________________] [________________] [________________]

[________________]Mediocre: [________________] [________________] [________________]

[________________] [________________]Poor: [________________] [________________] [________________]

[________________] [________________] [________________][________________] [________________]

Gift(s) (if allowed) : [________________] [________________]Fault(s) (optional) : [________________] [________________]

[________________] [________________]

Damage Capacity:Characters have 1 HP per level of Damage Capacity attribute. 0 HP is unconscious. A charactertaken below 0 HP requires stabil ization (a healing skil l check with a default difficulty of Fair (4) or anautomatical ly-healing resource) or they wil l die.

Armor:Armor is rol led into Damage Capacity. A character with platemail armor might have Superb DamageCapacity but Mediocre Stealth. The exact drawbacks of armor (if any) are left up to the GM.

Trait (skill or attribute) checks:Roll trait+4dF. Untrained skil ls default to Poor (2). Undefined attributes default to Fair (4). Anunopposed trait check succeeds if the rol l equals or exceeds the GM-decided difficulty rating. Anopposed trait check succeeds if the rol l equals or exceeds the opposing character trait plus anoptional GM-determined modifier ranging from +3 to -3.

I f the player fai ls a trait check the GM may sti l l al low the PC to succeed at a cost. Either way, a fai ledtrait check rol l causes trouble of some sort. (See Appendix B: GM Moves.) Failed checks for passivetraits l ike knowledge and awareness general ly don't cause problems beyond the naturalconsequences of fai lure.

"Yes, but":For boring-but-necessary PC actions the GM may allow the player to automatical ly succeed withcomplications (or without complications if the action is trivial) as long as the PC has the appropriatetrait at an acceptable level. The player states what their character wants to achieve and the GMchooses up to four complications. The GM must tel l the player the complications before the PC takesaction.

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Situations where "Yes, but" would be appropriate include: crafting equipment, giving medicaltreatment, creating a new magical spell or effect, developing skil ls.

Sample complications:• I t’s going to take days/weeks/months• First you must ____• You’l l need help from ____• I t wil l require a lot of money• The best you can do is a lesser version, unrel iable and limited• You and your al l ies wil l risk danger from ____• You'l l draw unwanted attention from ____• You’l l have to take apart/disenchant ____ to do it• The finished product wil l have the fol lowing side-effect(s): ____

The GM may allow the player to choose between different combinations of complications. ("Either itwil l take a lot of money and several weeks, or you can swallow your pride and ask Jorgen for help.""Never!")

Bonuses and penalties:Characters may have one-time or ongoing modifiers to some or all of their rol ls. These modifiers mayrange from +3 to -3, with the most common being +/-1 . Only the largest bonus and the largestpenalty wil l have any effect on the character's rol ls.

Combat:In combat the GM decides which PC acts based upon the situation, shifting the spotl ight to thedifferent players as needed. The GM describes immediate threats and asks the PC, "what do youdo?" When a player fai ls a rol l , ignores an oncoming threat, or looks to the GM to see what happensnext, the GM makes a GM move that would be appropriate for the situation. (See Appendix B: GMmoves.)

Weapons and directly damaging spells reduce a character's HP by 1 . A combat rol l of +3 or +4doubles the damage. Attacking a character's weakness (holy magic against the undead, fire magicagainst a paper golem, etc.) may cause double damage.

Environmental Hazards:I f something could ki l l a man, l ike a fal l , a fire, or a trap, it does 1 HP of damage. I f it could ki l l ahorse, 2 HP. If it could ki l l an ogre or destroy a car, 4 HP. No more.

Magic:Magic is treated l ike any other skil l . Magic attacks usually do 1 HP damage. Spellcasting mayrequire the character to have the appropriate Gift.

Mana Points (optional):Every spellcaster has a pool of Mana Points (MP) equal to their spellcasting attribute (Magic,Spellcasting, Divine Influence, etc.) Casting a spell costs 1 MP. MP regenerates to ful l after a ful lnight's sleep.

Aided Healing:For each healing resource consumed (healing spell , health potion, bandage, medkit, etc.) thecharacter regains 1 HP. Healers don't need to rol l to succeed unless they are under pressure (timelimit, under attack, stabil ization check, etc.)

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Natural Healing:Resting overnight heals 4 HP. Spending an entire day resting in comfort and safety brings acharacter to ful l HP.

Fudge Points (optional):PCs start the game with 1 -5 Fudge Points. Spending a Fudge Point lets you do one of the fol lowing:• Automatical ly succeed at any unopposed rol l of Superb or lower difficulty.• Alter a rol l by 1 .• Regain 1 HP.• Get a +4 result without rol l ing.*• Ensure a favorable coincidence.*

*This option requires the GM's approval and may cost more than one Fudge Point.

The GM should award an extra Fudge Point whenever a PC does something awesome. Players startwith ful l Fudge Points at the beginning of each session.

Optional: Players gain a Fudge Point when a Fault of theirs causes problems for them.

Character Advancement:Characters get 1 -3 Experience Points (EP) per session.

Raising a skill:Terrible to Poor: 1 EPPoor to Mediocre: 1 EPMediocre to Fair: 1 EPFair to Good: 2 EPGood to Great: 4 EPGreat to Superb: 8 EPSuperb to Legendary: 1 6 EP + GM permission

Raising an attribute:Triple the cost for skil ls of the same level.

Adding a gift:3 to 1 2 EP (depending on the power and usefulness of the gift), plus GM approval.

For slower character advancement, increase the costs.

GM Section

Enemy CreationEnemies have a Threat attribute that stands in for any trait check the enemy makes. GMs can addother traits, but any undecided trait defaults to the enemy's Threat attribute.

Enemy Damage Capacity is based on how much time the PCs should spend fighting that enemy. Acannon-fodder enemy should only have 1 or 2 HP (Poor or Mediocre Damage Capacity), while a bossenemy may have up to Superb Damage Capacity (7 HP), or even higher! The default is Fair (4 HP).

Enemy Scale

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Height or Length Scale Vehicles Animals4 ft. - 8 ft. 1 Motorcycle Human, leopard, pony, donkey8 ft. - 1 6 ft. 2 Car Rhino, tiger, bear, ape1 6 ft. - 32 ft. 3 Main battle tank Elephant, t-rex32 ft. - 64 ft. 4 Fighter j et64 ft. - 1 28 ft. 5 Large business j et

Hit points and damage are multipl ied by scale. A main battle tank (Scale 3) with Fair Durabil ity (4 HP)

would have 1 2 HP and do 3 points of damage per successful attack. Scale applies the same way to

creatures. All else being equal, a Scale 4 fighter jet and a Scale 4 dragon would be evenly matched.

Enemy Morale Checks (optional)The GM makes a morale check against the enemy group's Threat attribute with a default difficulty ofFair (though bonuses and penalties may alter this). I f the group fails its morale check, the groupmembers wil l try to retreat or make a fighting withdrawal. Otherwise, they wil l continue to fight. OnlyNPCs and monsters have to make morale checks.

Morale checks are made at two times: after the first group member dies, and after half of the grouphas been incapacitated. Enemies that pass both morale checks wil l fight to the death.

Sample EncountersTrollThreat Attribute: Great (6)Gift: Quick Regeneration: On a failed player rol l the trol l may regain a hit point.-and/or-Gift: Slow Regeneration: The trol l comes back to l ife a certain amount of time after dying (minutes,hours, days), eventual ly coming back to ful l health. Limbs regenerate, etc.Fault: Pretty dumb.Fault: Fire attacks and acid attacks both permanently take hit points off of the trol l .Fault (optional): Permanently turns to stone in sunl ight.Behavior: Big. Dumb. Strong. Grab things, pick them up, and smash them against other things. Dothe same thing to people.

Giant SpiderThreat Attribute: Fair (4)Gift: Paralyzing venom in fangsGift: WebspinningBehavior: Create sticky webs to catch prey, inject a paralytic venom with your fangs, then wrap yourprey in a coccoon before sucking their fluids out.

BrigandThreat: Mediocre (3)Behavior: Loot, pi l lage, and plunder. Obey your leader. Attack the innocent. Take by force.Note: I f their leader is ki l led, any attacking brigands must immediately make a morale check.

Brigand LeaderThreat: Good (5)Behavior: Command your fol lowers. Reward obedience. Crush any challenges to your authority.Boast recklessly.

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Pyromaniac Fire MageThreat: Good (5)Gift: Spellcasting. Spells known: Fireball , Flamethrower.Gift: Immunity to his own flames.-OR-Gift: Immunity to al l flamesBehavior: Burn all the things! I f anybody tries to stop you, burn them as well !

Psionic MonkThreat rating: Superb (7)Gift: Psionicist. Psionic abil ities: Telepathy/empathy, Telekinesis, Physical Augmentation (acrobaticjumps, fast movement), Suggestion.Gift: Plasma SwordBehavior: Defend the weak. Destroy the wicked. Be at peace in al l your actions.

Fal len Psionic MonkThreat rating: Superb (7)Gift: Psionicist. Psionic abil ities: Telepathy/empathy, Telekinesis, Physical Augmentation (acrobaticjumps, fast movement), Lightning.Gift: Plasma SwordBehavior: Let your anger and hatred flow through you. Crush your enemies. Show no mercy.

Mooks (guards, stormtroopers, minions, cultists, etc.)Threat Rating: Poor (2)Behavior: Mob the heroes, die in droves.

--Appendix A: Example Character Traits--

These are only example traits. You don't have to use all of them, or even any of them. You can makeup your own that aren't l isted here.

Attributes:• Body: Agil ity, Aim, Appearance, Balance, Brawn, Build, Constitution, Coordination, Deftness,Dexterity, Endurance, Fatigue, Fitness, Health, Manual Dexterity, Muscle, Nimbleness, Quickness,Physical, Reflexes, Size, Smell , Speed, Stamina, Strength, Wound Resistance, Zip.• Mind: Cunning, Education, Intel l igence, Knowledge, Learning, Mechanical, Memory, Mental, MentalStrength, Perception, Reasoning, Smarts, Technical, Wit.• Soul: Channeling, Charisma, Charm, Chutzpah, Common Sense, Coolness, Disposition, Drive, Ego,Empathy, Fate, Honor, Intuition, Luck, Magic Resistance, Magic Potential , Magical Abil ity, Power,Presence, Psyche, Sanity, Self Discipl ine, Social, Spiritual, Style, Wil l , Wisdom.• Other: Rank, Status, Wealth.

Skills:• Animal Skil ls: Animal Care, Animal Lore, Animal Training, Bee-keeping, Herding, Riding, Teamster,Veterinarian.• Artistic skil ls: Aesthetics, Cosmetology, Culinary Arts, Literary Arts, Performing Arts (music, theater,storytel l ing, jester, dance. , and such skil ls as Choreography, Composition, Costuming.), Visual Arts(painting, drawing, sculpting.).• Athletic skil ls: Acrobatics, Aerial Acrobatics, Balance Skil ls, Boating, Climbing, Jumping, Pole-vaulting, Running, Swimming, Throwing, Various Sports, Zero-G Maneuvering.• Combat skil ls: Ambush, Demolitions, Dodge, Punmanship, Quick-Draw, Shield, Tactics, Throwing,numerous Weapon and Unarmed Combat skil ls.

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• Covert ski l ls: Acting, Breaking & Entering, Detect Traps, Deactivate Traps, Disguise, Forgery,Infi ltrate, Intrigue, Lockpicking, Pickpocketing, Poisoning, Shadowing, Shady Contacts, Sleight ofHand, Stealth.• Craft ski l ls: Armory, Basket Making, Bowyer/Fletcher, Carpenter, Cooking, Knots, Leatherworking,Masonry, Pottery, Smith, Tailor, Weaving - many others.• Dungeon-delving skil ls: Avoid Traps, Fight, Find Secret Passages, Pick Locks, Move Quietly, Run,Tell Bel ievable Whoppers.• Knowledge skil ls (a skil l can represent knowledge of a subject as broad or narrow as the GM wil lal low): Alchemy, Alien Customs, Arcane Lore, Criminology, Cultures, Detective Fiction, Folklore,Geography, History, Literature, Occultism, Political Situations, Psychology, TV SitCom Episodes,Sciences (lots of these).• Language skil ls: Each individual language, Pantomime, Pick Up Languages.• Manipulative skil ls: Bamboozle, Bluff, Boot-l icking, Bribery, Con, Exhort, Fast-talk, Flattery,Interrogate, Intimidate, Lying, Oratory, Persuade, Seduction, Street Gossip.• Medical ski l ls: Anatomy, Antidotes, Diagnosis, Doctoring, First Aid, Herb Preparation, Medicine,Nursing, Surgery.• Merchant skil ls: Bargain, Barter, Business Sense, Evaluate Goods, Haggle, Innkeeping, Marketing,Salesmanship, Shopkeeping.• Outdoor skil ls: Camouflage, Camping, Fishing, Forage, Herb Lore, Hide Traces, Hunting, MimicAnimal Noises, Nature Lore, Navigation, Survival, Tracking, Wildcraft, Woodcraft.• Professional ski l ls: Accounting, Begging, Bureaucracy, Farming, Gambling, Law, Photography,Seamanship - many others.• Social ski l ls (Fel lowship): Bar Etiquette, Camaraderie, Carouse, Choosing just the right gift, ControlLibido, Cyberspace Etiquette, Game Playing, Hold your l iquor, Make Amusing Faces or Noises, TallTales, Uplift Spirits, Witty Insults.• Social ski l ls (Formal): Courtly Ways, Detect Lies, Diplomacy, Etiquette, Interviewing, Parley,Repartee, Rituals, Savoir-Faire, Servant.• Spiritual ski l ls: Communing with nature, Fasting, Giving comfort, Listening deeply, Meditation,Patience, Theology.• Supernormal Power skil ls: Fortune Tell ing, Levitate, Spell Casting, Use Mind Control, UseSuperpower, Use Telekinesis.• Technical ski l ls: Computer Build/Repair, Computer Programming, Computer Use, Driving,Electronics, Engineer, Mechanic, Piloting, Repair Scoutship Systems, Research, Shiphandling.• Urban skil ls: Barroom Savvy, Street Etiquette, Streetwise, Urban Survival.

Gifts:Absolute Direction; Always keeps his cool; Ambidextrous; Animal Empathy; Attractive; Beautifulspeaking voice; Bonus to one aspect of an attribute; Combat Reflexes; Contacts in police force;Danger Sense; Extraordinary Speed; Healthy Constitution; Keen senses; Literate; Lucky; Manypeople owe him favors; Never disoriented in zero Gravity; Never forgets a name/face/whatever; NightVision; Patron; Perfect Timing; Peripheral Vision; Quick Reflexes; Rank; Rapid Healing; Reputationas Hero; Sense of empathy; Single-minded; Status; Strong Wil l ; Tolerant; Tough Hide, Wealth.

Faults:

Absent-Minded; Addiction; Ambitious; Amorous heartbreaker; Bloodlust; Blunt and tactless; Bravery

indistinguishable from foolhardiness; Can't resist having the last word; Code of Ethics l imits actions;

Code of Honor; Compulsive Behavior; Coward; Curious; Finicky; Easily Distractible; Enemy; Fanatic

patriot; Ful l of bluff and bluster and machismo; Garrulous; Getting old; Glutton; Goes Berserk if

Wounded; Gossip; Greedy; Gull ible; Humanitarian (helps the needy for no pay); Idealist - not

grounded in reality; Indecisive; Intolerant; Jealous of Anyone Getting More Attention; Lazy; Loyal to

Companions; Manic-Depressive; Melancholy; Multiple Personality; Must obey senior officers; Nosy;

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Obsession; Outlaw; Overconfident; Owes favors; Phobias; Poor; Practical Joker; Quick-Tempered;

Quixotic; Self-defense Pacifist; Social ly awkward; Soft-hearted; Stubborn; Quick to take offense;

Unlucky; Vain; Violent when enraged; Vow; Worry Wart; Zealous behavior.

--Appendix B: GM Moves (copied from Dungeon World)--

Moves

Each move is something that occurs in the fiction of the game—they aren’t code words or special

terms. “Use up their resources” l iteral ly means to expend the resources of the characters, for

example.

• Use a monster, danger, or location move

• Reveal an unwelcome truth

• Show signs of an approaching threat

• Deal damage

• Use up their resources

• Turn their actions back on them

• Separate them

• Give an opportunity that fits character skil ls

• Show a downside to their race, equipment, or one of their traits (attributes, ski l ls, gifts, faults)

• Offer an opportunity, with or without cost

• Put someone in a spot

• Tell them the requirements or consequences and ask

Never speak the name of your move. Make it a real thing that happens to them: “As you dodge the

hulking ogre’s club, you sl ip and land hard. Your sword goes sl iding away into the darkness. You think

you saw where it went but the ogre is lumbering your way. What do you do?”

No matter what move you make, always fol low up with “What do you do?” When a spell goes wild or

the floor drops out from under them adventurers react or suffer the consequences of inaction.

When to Make a Move

You make a move:

* When everyone looks to you to find out what happens

* When the players give you a golden opportunity

* When a player fai l a skil l check

General ly when the players are just looking at you to find out what happens you make a soft move;

otherwise you make a hard move.

A soft move is one without immediate, irrevocable consequences. That usually means it’s something

not al l that bad, l ike revealing that there’s more treasure if they can just find a way past the golem

(offer an opportunity with cost). I t can also mean that it’s something bad, but they have time to avoid

it, l ike having the goblin archers loose their arrows (show signs of an approaching threat) with a

chance for them to dodge out of danger.

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A soft move ignored becomes a golden opportunity for a hard move. I f the players do nothing about

the hail of arrows flying towards them it’s a golden opportunity to use the deal damage move.

Hard moves, on the other hand, have immediate consequences. Dealing damage is almost always a

hard move, since it means a loss of HP that won’t be recovered without some action from the players.

When you have a chance to make a hard move you can opt for a soft one instead if it better fits the

situation. Sometimes things just work out for the best.

Choosing a Move

To choose a move, start by looking at the obvious consequences of the action that triggered it. I f you

already have an idea, think on it for a second to make sure it fits your agenda and principles and then

do it. Let your moves snowball . Bui ld on the success or fai lure of the characters’ moves and on your

own previous moves.

I f your first instinct is that this won’t hurt them now, but it’ l l come back to bite them later, great! Make a

note of and reveal it when the time is right.

Making your Move

When making a move, never speak the name of your move and address the characters, not the

players. Your moves are not mechanical actions happening around the table. They are concrete

events happening to the characters in the fictional world you are describing.

Note that “deal damage” is a move, but other moves may include damage as well . When an ogre

fl ings you against a wall you take damage as surely as if he had smashed you with his fists.

After every move you make, always ask “What do you do?”

Use a monster, danger, or location move

A monster or location move is just a description of what that location or monster does, maybe “hurl

someone away” or “bridge the planes.” The overarching dangers of the adventure also have moves

associated with them. Use these moves to bring that danger into play, which may mean more

monsters.

Reveal an unwelcome truth

An unwelcome truth is a fact the players wish wasn’t true: that the room’s been trapped, maybe, or

that the helpful goblin is actual ly a spy. Reveal to the players just how much trouble they’re in.

Show signs of an approaching threat

This is one of your most versati le moves. “Threat” means anything bad that’s on the way. With this

move, you just show them that something’s going to happen unless they do something about it.

Deal damage

When you deal damage, choose one source of damage that’s fictional ly threatening a character and

apply it. In combat with a l izard man? It stabs you. Triggered a trap? Rocks fal l on you. In some

cases, this move might involve trading damage both ways, with the character also dealing damage.

Use up their resources

Surviving somewhere dangerous often comes down to supplies. With this move, something happens

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to use up some resource: weapons, armor, healing, ongoing spells. You don’t always have to use it

up permanently. A sword might just be flung to the other side of the room, not shattered.

Turn Their Actions Back On Them

Think about how a character's action might benefit them and turn them around in a negative way.

Alternately, grant the same advantage to someone who has it out for the characters. I f Ivy has

learned of Duke Horst’s men approaching from the east, maybe a scout has spotted her, too.

Separate Them

There are few things worse than being in the middle of a raging battle with blood-thirsty owlbears on

all sides—one of those things is being in the middle of that battle with no one at your back.

Separating the characters can mean anything from being pushed apart in the heat of battle to being

teleported to the far end of the dungeon. Whatever way it occurs, it’s bound to cause problems.

Give an opportunity that fits character skills

The thief disables traps, sneaks, and picks locks. The cleric deals with the divine and the dead. Every

character has things that they shine at—present an opportunity that plays to what one character

shines at.

I t doesn't have to be a character that’s in play right now though. Sometimes a locked door stands

between you and treasure and there’s no thief in sight. This is an invitation for invention, bargaining,

and creativity. I f al l you've got is a bloody axe doesn’t every problem look like a skull?

Show a downside to their race, equipment, or one of their traits

Just as every character shines, they all have their weaknesses too. Do orcs have a special thirst for

elven blood? Is the cleric’s magic disturbing dangerous forces? The torch that l ights the way also

draws attention from eyes in the dark.

Offer an opportunity, with or without cost

Show them something they want: riches, power, glory. I f you want, you can associate some cost with

it too, of course.

Remember to lead with the fiction. You don’t say, “This area isn’t dangerous so you can make camp

here, if you’re wil l ing to take the time.” You make it a solid fictional thing and say, “Helferth’s blessings

sti l l hang around the shattered altar. I t’s a nice safe spot, but the chanting from the ritual chamber is

getting louder. What do you do?”

Put someone in a spot

A spot is someplace where a character needs to make tough choices. Put them, or something they

care about, in the path of destruction. The harder the choice, the tougher the spot.

Tell them the requirements or consequences and ask

This move is particularly good when the character has failed a skil l check. They can do it, sure, but

they’l l have to pay the price. Or, they can do it, but there wil l be consequences. Maybe they can swim

through the shark-infested moat before being devoured, but they’l l need a distraction. Of course, this

is made clear to the characters, not just the players: the sharks are in a starved frenzy, for example.

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