I'm working on an implementation of Fudge for Magnamund, that is the world
of Lone Wolf and Silver Star. It was a bunch of adventure game books now
freely available on http://www.projectaon.org/
I'm sort of torn on how to handle the magic / skills. I'd like to keep the
feel of the books in the game. Some skills are magic-like Psi-screen,
elementalism, while others are skill-like, alchemy, hunting, but they will
grow to become more powerful in the books... Any thoughts? At the moment I'm
thinking normal relatively broad categories for skills, and same goes for
magic/psi where no definite "spells" exist, but rather a class of things
possible. Elementalism for instance is described that the user will never
know the exact effect... fun but requires a lot from the GM, but that's the
way I like to game anyway. I don't like it when game rules get in the way of
the creative thinking of the players ;)
--Wolf
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<8 )---- Wolf Bergenheim ----( 3>
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