Message-ID: <3A2DB999.136FF787@student.umass.edu>
Date: Tue, 05 Dec 2000 20:59:21 -0700
From: Jasper McChesney <jasperm@student.umass.edu>
X-Mailer: Mozilla 4.75 [en] (Win98; U)
X-Accept-Language: en
MIME-Version: 1.0
Newsgroups: rec.arts.int-fiction
Subject: Re: RPGs in IF.
References: <t2r0t3r8otdlc7@corp.supernews.com>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
NNTP-Posting-Host: lech-33.res.umass.edu
X-Trace: 5 Dec 2000 20:55:02 -0500, lech-33.res.umass.edu
Organization: University of Massachusetts, Amherst
Lines: 15
Path: news.duke.edu!newsgate.duke.edu!nntp-out.monmouth.com!newspeer.monmouth.com!news.maxwell.syr.edu!newsswitch.lcs.mit.edu!bloom-beacon.mit.edu!micro-heart-of-gold.mit.edu!news.umass.edu!oit.umass.edu!lech-33.res.umass.edu
Xref: news.duke.edu rec.arts.int-fiction:81042

pblock wrote:
>
> The previous thread got me thinking about which table top role-playing games
> would work in IF.
>
> The answer is obvious:  FUDGE

Hmm, that really doesn't make any sense to me.  THe entire point of IF
is
to tell a story.  Fudge, by default is storiless.  It's a system, not an
adventure in itself.  If you're just advocating making adventures using
that system on the computer, I have to ask "why?"  Computers are capable
of much more complicated simulations than a couple of people could ever
stand to go through (or have the time for).  Why limit the game using
such abstract mechanics?
