Dice and System Matters

Dice and System Matters

I have been giving some thought to the dice mechanism in FU lately. A lot of thought. In fact, I have been chasing myself in circles thinking about how actions are resolved, what is important and why. I decided I would write this post so that; I could clarify for...
Conflicts and Stress

Conflicts and Stress

Conflicts, such as combat, arguments and other opposed actions are a staple of RPGs. Her I outline a more detailed conflict resolution process for FU. What follows is heavily inspired by the work of the original FanMadeFU yahoo group, Adrian Price’s FUBAR and...
Exploring Drives

Exploring Drives

Today I want to talk about drives in more detail. The classic FU rules describe them as defining a character’s “purpose”, or the thing they most want to achieve. However, drives can be much more than that. Drives can be the overt reasons a character...
FU Dice Pool

FU Dice Pool

Big one today – I am sharing the dice rolling system that I am strongly considering using as an alternative to the classic Beat the Odds roll. This is definitely playtest material and I would love to hear your feedback. Why a new mechanism? Before we get into...
Character Advancement and Experience Points

Character Advancement and Experience Points

Currently, the FU rules do not provide details on advancement through experience points, instead suggesting to change descriptors and make adjustments to characters in a more ad-hoc manner. It is a small step, however, to reward play with experience points and tie...