As seen on http://www.fudgefactor.org.

Going Slightly Mad

by Fred Hicks (iago @ iago . net)

It started with Call of Cthulhu. The idea of tracking a character's level of sanity -- and giving players a chance to watch their characters' grips on reality falter and fail over the course of play -- was a particular kind of genius. The little extra mechanical weight it added to a largely story-driven element touched the players with a greater sense of risk. Hit points and wound levels and ultimately the loss of life was one thing; the ultimate loss of your mind, and your sense of self, and (let's be honest here) the thought that your PC might tomorrow become the NPC villain of the piece, was quite another. This idea has shown its face in homebrewed Fudge horror over time as well, most prominently as the suggestion of tracking sanity as a separate and parallel wound track.

This all works well enough, but since those early days of SAN points and progressively wounded minds, the idea has had a chance to get kicked around the field a few dozen times. One of the more interesting implementations in recent years comes to us out of the pages of Unknown Armies, from veteran Cthulhu player and author John Tynes and his pals. In the game, sanity is tracked in several parts, including descriptors like "Violence" and "Isolation". While I am not deeply steeped in the lore of Unknown Armies myself, I've had conversations with several of its enthusiasts about the wonderful insanities that have come of it.

Luckily for us -- perhaps unluckily for your players, depending on your perspective -- translating several of its concepts to a Fudge context comes quite easily. A few things need to be established as our conceptual grounding, first.

If you're an inveterate Fudge rules tinkerer, you've already got some ideas about how to put it all together by now. If your ideas work better for you than what I suggest here, by all means, proceed with your own implementation! That said, here's one way to approach the idea.

First off, we'll start with the idea that the standard Fudge attributes center around zero, like so:

Word Value
Terrible -3
Poor -2
Mediocre -1
Fair 0
Good +1
Great +2
Superb +3

These numbers become particularly interesting when rolling 4dF independent from having anything to add to the roll. The number that results from the dice can be compared to the numeric value, to determine which end of the ladder the roll came closer to.

If we then place Insanity at one end of the ladder and Sanity at the other, then a roll that lands closer to the Insanity end indicates an insane response. Similarly, a roll that lands closer to the Sanity end indicates a sane response.

If we rate each kind of descriptor as one would an attribute, the rating one has in an attribute indicates the dividing line between sane and insane responses to stress of that type.

As a rule of thumb, the negative end of the ladder is where Insanity sits, and the positive end of the ladder is where sanity sits, because that means that a "negative roll" on the dice is insane -- which suits the connotations nicely:

Insanity Terrible Poor Mediocre Fair Good Great Superb Sanity

The counter-intuitive part of this, however, is that a lower-rated attribute means the character is less likely to have an insane response to a stressful situation. That said, keeping in mind that the attribute names describe the kind of insanity or instability the character is capable of (consider Unnatural: Poor, or Violent: Mediocre), even this can start to make sense.

Example.
Rob has a Mediocre rating in Isolation, and has to spend the night alone in a creepy, old house. A few hours in, his stress level has gotten pretty high, and the GM calls for a stress check on Isolation. Rob rolls four Fudge dice. He gets two minuses and two blanks -- a -2, which is closer to the Insanity end of the ladder than his Mediocre rating. He panics and flees the house. If he rolled zero or higher on the dice, on the other hand, his roll would be closer to Sanity than his Mediocre rating, and he'd be able to keep it together.

If a player rolls a number on the dice exactly equal to his character's attribute, he can choose whether or not to have a sane response. If the player is looking to do a purposefully insane thing, the method inverts easily. Our "can I fire the gun or not" example is a good one, here; if the player can roll closer to Insanity than his Violent attribute, he's able to fire the gun.

Some situations will be more stressful than others, of course. The GM should feel free to assign a bonus to the die roll if the situation is only mildly stressful, or a penalty if it is extremely so. This should not be done casually, however; a bonus or penalty of one is significant -- a bonus or penalty of two is extreme.

When assigning starting values to a set of Insanity attributes, the GM should consider her priorities. If she's looking to have everyone start out a little "cracked", then having the PCs default to the standard attribute rating of Fair makes sense. If they should start a bit more stable, setting each attribute to Poor is better.

Giving players the chance to alter these starting settings can be done as usual, by providing a set of levels they must spend. There are two primary concerns to keep in mind:

Example.
Lydia is looking to run a game and decides to use the five descriptors from Unknown Armies. She starts all the characters out at Poor, but gives them five levels which can only be spent to increase the attributes (thus increasing the potential for insanity with each level spent). At its mildest, a player will spread these levels out, giving himself a starting rating of Mediocre in all five. At its most extreme, a player will be Poor in four of the insanities, but Superb in the fifth -- a real "hard case".

If you're running a game like Lydia's, you can always choose to make Flaw levels the currency for increasing starting insanity levels. Regardless, in most cases your insanity attributes should be kept in a separate "box" from your regular attributes.

The final consideration to apply here is how insanity changes over time. This is another element of this approach that should be fine-tuned according to your own sensibilities. If insanity should only change occasionally, then this may be the rule you want:

In other cases, a GM may have a policy of only calling for a stress test (die roll) whenever there's a chance for change. This could result in a more liberal ruling:

This approach yields a very fluid sense of sanity and insanity that gets harder to pull away from the further your character sits from the center. Someone with a Fair can get nudged either way fairly easily. Someone either Terrible or Superb is unlikely to budge except in the rarest of circumstances.

Even if insanity isn't something you want in your own game, consider that the ideas covered in this article don't need to be used to model insanity alone. Anything that runs along a continuum could be used here -- what changes, is what the "stress trigger" is, and what the consquences of moving up or down the ladder are. Consider a Dark Side/Light Side division for a Fudge space opera game, where the "stress" comes in the form of moral quandaries. The classic game Pendragon also offers its own gaggle of Virtue/Vice pairings (Chaste/Lustful, Forgiving/Vengeful, and Modest/Proud just to name a few). These, too, could be tossed on the ends of an "insanity" ladder.

Before you get too carried away here, it is important to remember to go easy on the number of attributes you use. Choose each sin, vice, or insanity carefully -- in a vacuum, these attributes, once on your players' sheets, will start forming the basis for how they play their characters. If you aren't interested in telling stories where Lustfulness is a key issue -- don't put it there. If your players can use it, they will use it.

Also, Since these are attributes, it's easy to add a number of additional mechanics that make use of those attributes in ways that go beyond what has been discussed above. Consider these options:

Regardless of how you put it all together, bringing insanity to your Fudge game is a great way to crank up the tension in your horror or occult campaign. In short order you may find your players developing subplots about their characters' grips on what's real, and when one of them truly slides off the deep end, the story you find yourself telling may well be Legendary.

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