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Fudge Planescape
Below are rules for playing a games in the Planescape setting using Fudge as the rules
set.
Disclaimer: Planescpe, AD&D, and the characters therein
are trademarks of TSR, Wizards of the Coast, or whoever owns them this
year. No challenged to those trademarks is expressed or implied.
About Fudge: Fudge is a roleplaying game written by Steffan
O'Sullivan, with extensive input from the Usenet community of
rec.games.design and other online forums. The core rules of Fudge are
available free on the Internet at http://www.fudgerpg.com and other
sites. Fudge was designed to be customized, and may be used with any
gaming genre. Fudge gamemasters and game designers are encouraged to
modify Fudge to suit their needs, and to share their modifications and
additions with the Fudge community. The Fudge game system is copyrighted
©2000 by Grey Ghost Press, Inc., and is available for use under the
Open Game License. See the fudgerpg.com website for more
information.
Contents
Overview and Assumptions
Fudge Planescape is a project similar to my earlier GURPS Planescape. Specifically, it's a
conversion of the Planescape setting (of which I am quite
fond) to a rules system that I like better than D&D. I've GMed a
couple of different GURPS Planescape games face-to-face; I'm
hoping to start up a Planescape PBEM game at some point in the
not-too-distant future, and I believe that Fudge is a
system ideally suited to PBEM games. Also, I suspect that
Fudge may turn out to be a better match for
Planescape than GURPS; I'll have to try it
and find out. In any event, Fudge is more naturally
customizble.
This conversion is created for Planescape assuming a
pre-Faction War Sigil. That's the setting that I prefer to use
(indeed, I will probably never incorporate Faction War, but
merely borrow elements from it for my games). It's also the setting
which is best supported by published (if out-of-print) products. I'm
assumping that the "Planescape cannon" includes everything published for
the line during the days of AD&D/2e, but not including
Warriors of Heaven or A Guide to Hell (neither of which I
have, and which, as I understand it, were written as TSR/WOTC was trying
to pull away from Planescape as the setting we had come to
know and love, and move towards "planar adventuring" without the unique
defining features of Planescape).
Handy References
Fudge
GMs and Players alike would benefit from either purcashing Fudge 10th Anniversary
Edition, or by downloading Fudge for free in one
of any number of formats from the Grey Ghost Press site, or from my own
Fudge SRD page. If players don't
want to bother with the full rules, they can get most of what they need
to know from the 2-page "Fudge in a Nutshell" available from Grey
Ghost.
Planescape
Everything in the line is out of print. Fortunately, you can get it
all in PDF format from RPGNow.com,
at the cost of about $5 per product. Not a bad deal!
For GMs, the more the merrier. Absolutely crucial is the
Planescape boxed set. If you're going to run a game in Sigil,
In the Cage: A Guide to Sigil and The Factol's Manifesto
are both very highly recommended; Uncaged: Faces of Sigil will
provide you with a wealth of well-fleshed-out and interesting NPCs.
Beyond that, you should acquire and read the sets and books for the
planes where you expect your game to go, and anything else in the series
that interests you. GMs may also wish to borrow from some of the
Planescape websites out there, notably Planewalker.com.
Players should read "A Player's Guide to the Planes" from the boxed
set, at least if they are planar characters. If they want to know more
about the setting (and are playing planars), The Planewalker's
Handbook is a great one-book reference to a lot of the world.
(That's also not a bad reference for GMs.)
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