#experience
More options to Fudge on the Fly
Introduction
This is a short one, it's basically a small adjustment to Fudge on the Fly Option #2. It's all based on Fudge on the Fly by Rob Donoghue and I will assume that you are familiar with it.
I also use Option #1: Stats, and will extend Option 3 to them too.
Experience-Free Skill Advancement
by Edward Beingessner. Published originally to Fudge Factor.
In a long running campaign, character improvement is essential, but as Steffan O'Sullivan points out in his "Recent Thoughts on Fudge", experience points do not work very well in Fudge. Advancement is too granular, either too quick or too slow. In fact experience points in any gaming system seem misdirected. With most experience systems, there is no relation between what the character does during the game and how he advances. There is a relation with how fast a character advances, but not what skills he advances in. For example, in the AD&D experience system a thief could gain all his experience back-stabbing monsters. Then when he gets his next level, he can suddenly climb walls better. It does not seem to follow. The same problem arises in the GURPS system. You get points to improve your character, but can use them to buy skills never used. For example, a character who was awarded character points for slaying a dragon could use them to buy a skill in picking locks.
Fudge on the Fly
by Rob Donoghue. Published originally to Fudge Factor. (I didn't manage to hear back from Mr. Donoghue, but reproducing this here for convenience since I have posts that expand on Fudge on the Fly.
Fudge on the Fly is a method of character generation that allows games to begin immediately, with only a few moments required for character generation. It does this by allowing players to select their character's skills during play, when the situation arises which calls for them. This has a number of benefits in addition to its speed - most notably it spares players the annoyance of failing to purchase the "right" skills. Every skill purchased will be one that proves itself useful during play. The revelation of character skills over the course of play also allows for the same sort of character discovery that is common in books and film.