This 4-page document provides rules for a light, flexible roleplaying game system called Dr. Nik's Happy Fun Rules. The rules are designed to be accessible, quick to learn, and focus on dynamic storytelling over tactical combat. Character creation uses archetypes and point-based attributes. Conflicts are resolved with FUDGE dice mechanics. The GM is responsible for maintaining consistency and challenge in the story.
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Happy Fun Fudge V1 1
1. Dr. Nik's Happy
Fun Rules
This system is designed as follows:
II. Character Generation
A ccessible to teens & older. STEREOTYPE & ARCHETYPE
A stereotype is a broad and general category whereas
B asic rules for first time or experienced players. Archetypes are exceptional examples. In this game you
C ompatibility for most any genre will be using Archetypes. If you are playing a World War
D ynamic story telling II adventure the stereotypes would be the Allied Forces
E asy conflict resolution and the Axis of Evil, while possible Archetypes could be a
FUDGE mechanics. Grizzled American Sergeant and a British Commando facing a
Nazi Scientist with an Italian Lieutenant Boxer.
If you are not familiar with FUDGE, it is a wonderful open source
system. You should also check out rules lite SHERPA. Characters are built with
a maximum number
http://www.fudgerpg.com/fudge.html of points, determined
http://www.panix.com/~sos/rpg/sherpa.html by the game master.
The following system has been used for LARPS, Table Top Each character can
Campaigns, and Convention One Shots. use these points to
build their six character
statistics. The GM may
This game style is easy to use, quick to learn and offers
I. Introduction
put a maximum limit
simple conflict resolution. This rules set can be used on one or all of the
for any theatrical role playing game. The players create stats. Each statistic is
characters based on common archetypes and concepts ranked from Abysmal
associated with the genre of the game. The rules set has (1) to Godly (10). To
been successful in both table top and live action events; build a character, simply put the desired amount of points in
especially single games in a 2-4 hour session. This system to the rank, up to any maximum limits previously set. Items,
is not designed for tactical representation. The rules are additional Archetypes, other skills, pets, or extraordinary
deliberately light and hyper-flexible. As such, it is incumbent abilities may be purchased as well. Recommended point
upon the game master maintain a clear consistency in totals for common genres are as follows:
both conflict and narrative. Without consistency, game
balance and risk (perceived & actual) can suffer. The Game
Master is primarily responsible for keeping consistency, but Genre Points
the players have a secondary responsibility to keep their Horror, Modern, 22-27 Poor – Mediocre Average.
play consistent as well. A good role playing game is a Suspense:
collaborative effort, but it should not be without challenge,
Fantasy, 28-33 Extraordinary Ability
risk, and should present danger to the characters.
Sci-Fi Heroes:
These rules establish relative levels of power and character Epic Ultra: 34+ Multiple Archetypes,
abilities. These levels can then be used to resolve any Extraordinary Abilities
conflicts. The ranks of power use a ten point scale,
designed to be strong on story telling and light on rules. PHYSICAL:
With this great openness comes the responsibility of the This statistic is the default for any physical actions the
game master to manage the theme and tone of your game. character may take. The stat covers things such as fighting,
When challenges occur, they should be significant and running, climbing, etc. A character may accomplish this
dynamic. Mundane action should otherwise be dictated by through raw power, finesse, or size.
the players. If they players search an area, they should find
anything reasonable and clues to anything better hidden
or secured. If the players then try to beat an obstacle DEFENSE:
protecting a significant objective, a roll should be made as This statistic is the default for character physical defense.
there is a clear story consequence that may help or hinder This stat covers things such as defensive combat, resisting
their actions. poisons, and surviving crashes or explosions. A character may
accomplish this through toughness, speed, resilience, or some
other variation.
2. Happy
Dr. Nik's
Fun Ruless
MENTAL: this way uses the purchased rank as its default quality, number of
II. Character Generation
This statistic represents the attentiveness and knowledge uses, & effect. Extraordinary Abilities cover anything such as casting
of the character. This stat is used when trying to notice magic spells or superpowers. Items include pets, vehicles, special
or figure something out, when weapons, magical armor.
evaluating a person or object, or
when carrying out a negotiation that
cannot be role-played. A character
EXPERTISE:
If you would like to give your character expertise in one aspect of
may be a natural genius, well
their profession or skills, you may purchase a permanent +1 to all
traveled, or book smart.
results for 4 points or a +2 for 8 points. These additional bonuses
can be used whenever the area of expertise is called upon.
RESOLVE: Example: A soldier takes expertise with a specific weapon. Anytime
This statistic is the default for any the specific weapon is used, the soldier gets the bonus to the roll.
non-physical action or event affecting the character. This stat A scout might gain expertise in ropes so any knots, snares, or rope
covers things like defending against mind magic, tests of will, climbing would have the bonus applied.
emotional strength, retaining sanity, etc. A character may be
stubborn, wise, or willful. Any character will have all the basic equipment associated
III. Equipment
with their archetype. Basic equipment is assumed to be
part of the character and provides no additional bonus or
ARCHETYPE: protection. Any special equipment such as a race car, magic
This statistic covers the characters professional or vocational item, or pet needs to be purchased separately and can be
ability and knowledge; anything and everything associated with activated or used a number of times equal to its rank value.
the archetype you select. For example, a plumber would
know all plumbing associated skills at the rank purchased. In
the case of a psychic or spellcaster, the Archetype represents
the scholastic and theoretical knowledge of the character:
actual casting of magic is an Extraordinary Ability to be
purchased separately. If the character selects an extraordinary
race as their background such as leprechaun or angel, the
appropriate magical abilities are included. Whether the player
selects a profession, vocation, or race, additional skills not
covered by the Archetype, can be purchased in addition at
the discretion of the game master.
Important note about ARCHETYPE: This statistic can be
used in place of any of the four action or defense statistics
when appropriate. The player should use the higher rank. For
Example: A Thief may use a higher rank from Archetype in Any abilities or items use Rank as the default level
Special Abilities
IV. Limits on Items &
place of Physical Defense when dealing with traps. A Soldier of effect and number of times the item can be
might use Archetype instead of Mental to sense or set an used over a given time period. The group should
ambush. The Game Master & players should determine if the determine appropriate time frames (e.g. per character
use of archetype is appropriate to the situation. lifetime, per session, per game day).
Game masters should determine
HEALTH: how broad or focused abilities
This statistic is the life-force of the character. Damage done to must be based on the game
the character is taken off of this rank. If Health falls to 0 the mileu. A character may use their
character is mortally wounded and unconscious. If health falls ability a number of times
below 0, the character dies. This means that players may be equal to their level,
killed in a single action if facing powerful opposition. then they must rest
to recover. If the
character can rest,
ANY OTHER SKILL OR they can recover
EXTRAORDINARY ABILITY: some or all of
Any additional skills, Archetypes, extraordinary abilities, their ranks based
items, vehicles, pets, etc... may be purchased using the same on the quality and
procedure and maximum point pool. Anything purchased in duration of the rest.
3. Happy
Dr. Nik's
Fun Ruless
For purposes of conflict resolution, the level you compare is Abysmal (1)
V. Conflict Resolution:
VI. Comparative Levels
always the character’s original level. An Archetype: Wizard
with ability of Cast Magic: Fair (5) could use magic 5 times
before requiring rest. The power level on each use is always
Terrible (2)
Fair. After the fifth use of magic, the wizard would not have
any left, and must rest to recover. Poor (3)
Challenge resolution is done using FUDGE mechanics. When
characters attempt an opposed action they will roll four
Mediocre (4)
FUDGE dice (4dF). The result of the roll will be between -4
and +4, with zero being most common. The player adds Fair (5)
the 4dF result to their appropriate rank plus any expertise,
items or other bonuses. This result is then compared to the Good (6)
opposing rank or rolled result. If you do not have a set of
4dF, you can use 3d6, 4d6 or d100 options as detailed in the
FUDGE rules.
Great (7)
Game masters are encouraged to provide penalty and bonus Superb (8)
modifiers to the challenge as appropriate for the character
choices in game. Special equipment, preparation, teamwork,
environmental or other bonuses may range from -4/+4 for
Legendary (9)
epic influence or +1 more commonly.
Godly ( 10 )
Example: A character with a Physical of Mediocre (4) tries
to scale a wall with a Good (6) difficulty. The character has
Rope Expertise and gains +1 for use of a rope and grapple. Examples:
The player rolls 4dF and gets ++-- (Total 0). They final result RANK Time Unit Flame
is Fair (5) and is not successful.
1) Abysmal 1 Second 1 Spark
“Your character tries and tries to hook the grapple & 2) Terrible 30 Seconds 10 Match
climb, but it slips and has no place to secure well enough
to support you. You can’t climb the wall, this time.” 3) Poor 1 Minute 100 Candle
4) Mediocre 5 Minutes 1,000 Torch
Challenges should be significant to the players because it is possible
to be killed in a single attack by powerful opposition. Health damage 5) Fair 30 Minutes 10,000 Bonfire
is determined by the difference between the attacker & defender 6) Good Hour 100,000 Explosion
rolls. Should a defending player roll -3 and an attacker roll +3, There 7) Great Day 1 million Dragon Breath/
is now a gap that could kill a PC with Fair (5) health. Inferno
8) Suberb Week 10 million Missile/Bomb
Optional - Story Tokens: 9) Legendary Month 100 million Volcano
This can be added to the dice mechanic or used as a replacement 10) Godly Year 1 bilion Nova
for LARPS. Based on the time, number of players and tone of the
game, the Game Master will distribute a certain number of single
use tokens among the players. When resolving conflicts, these
tokens can be used to boost any statistic’s rank by +2. Outside
Enjoy your game and time with friends. Playing a role
VI. Have a
Good Time!
of conflict, the tokens can be exchanged for an item, clue or other
advantage to advance the story. playing game is about having fun while telling a
great story.
Genre Tokens
Horror, Modern, 1 Token / 30 Minutes
Suspense:
Fantasy, 1 Token / 20 Minutes
Sci-Fi Heroes:
Epic Ultra: 1 Token / 15 Minutes
A four hour game would require a total of 8 tokens for Horror,
12 Tokens for Fantasy, and 16 tokens for Epic to be distributed
to the players. Vary rates according to your play group.