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		<title>Gifting to a Fault</title>
		<description>Discuss Gifting to a Fault</description>
		<link>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault</link>
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			<title>slockard says:</title>
			<link>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-27</link>
			<description><![CDATA[Excellent point, and one I did completely overlook. Revisions forthcoming. :) I avoided giving faults/Gifts trait levels of their own in this version of the rules, to keep it simple, but would include it in the full version of Fudge 101. And Paul, I'd agree that Fudge Characters, overall, can be described with more words and not less, so tweaking that would certainly work. I'll see how it fits into this project as I go along. Thanks to both of you!]]></description>
			<dc:creator>slockard</dc:creator>
			<pubDate>Mon, 18 Apr 2011 09:58:27 -0400</pubDate>
			<guid>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-27</guid>
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			<title>Paul Dupuis says:</title>
			<link>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-26</link>
			<description><![CDATA[I really likes the GURPS improvement on the idea. Take a fault like Enemy. You could then add a 'enhancement' such as 'appears infrequently' or a 'limitation' that 'seeks to discredit rather than kill'. GURPS of course had a precise point based model. Enhancements increased the cost of the Gift or Fault and limitations reduced it (less valuable). For gifts, enhancements mad it better, more powerful. For faults, it was reversed, an enhancement made the Fault less severe or bad (or at least that's what I recall from memory). In Fudge you don't need precision, but just thinking of the idea of enhancements and limitation to a gift or fault can help define it in richer detail. "I have the Enemy Fault, the enemy is rich and powerful, but appears infrequently and seeks to discredit my character rather than kill me." is much more interesting than just "enemy".]]></description>
			<dc:creator>Paul Dupuis</dc:creator>
			<pubDate>Thu, 07 Apr 2011 10:50:19 -0400</pubDate>
			<guid>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-26</guid>
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			<title>JonathanS223 says:</title>
			<link>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-25</link>
			<description><![CDATA[I personally like adding gifts and faults to try to make the characters more unique. That's the thing that attracted me the most to fudge. Characters can be portrayed with all their flaws and virtues.]]></description>
			<dc:creator>JonathanS223</dc:creator>
			<pubDate>Thu, 07 Apr 2011 10:05:05 -0400</pubDate>
			<guid>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-25</guid>
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			<title>Paul Dupuis says:</title>
			<link>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-24</link>
			<description><![CDATA[Skills are essential, but as a GM I find my players choices of Gifts and Faults to be the most value is connecting their characters and motivation to the adventure during play. GURPS had a system of "Limitations" and "Enhancements" to Gifts (Advantages) and Faults (Disadvantages) . Although that systems was originally developed for GURPS Supers, I have found a simplified (more freeform) variant to be useful in FUDGE to allow players to further customize Gifts and Faults.]]></description>
			<dc:creator>Paul Dupuis</dc:creator>
			<pubDate>Wed, 06 Apr 2011 19:52:11 -0400</pubDate>
			<guid>https://mail.fudgerpg.com/j25/index.php/community/fudge-blogs/fudge-fantasy-101/111-gifting-to-a-fault#comment-24</guid>
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