Merry Christmas from Polar Blues Press

2023 has been the year of Polar Fudge Medieval Adventure for me. I released this in February, but the “playtest” phase just carried on, turning into a very fun ongoing campaign. Which underlines the point, I write these games to play them; sharing them, I do just for sport.

That said, downloads for Polar Blues Press keep on being healthy. People keep finding this site and downloading one game or another. I have no idea how many people go on to actually play these games, but thousands of you all around the world have grabbed one of these games. I hope you enjoyed what you found.

So, to all my unknown customers, and why not, everyone else, a very merry Christmas.

Treasure In Polar Fudge

Polar Fudge Adventures doesn’t do stuff. Money only has narrative value. Most equipment is classed as “Free Stuff” meaning that characters can have whatever makes sense for them to have. And any really special items are governed by Gifts, which are in turn tied to character progression.

So what do you do if you want to present a reward as part of an adventure, or include some form of treasure in an area you expect the characters to explore?

The cleanest way to handle this is with one off items. These provide something genuinely useful to the players without unduly unbalancing the game.

The following are ten example magical items for Polar Fudge Medieval Adventures to illustrate the concept.

#NameUsage
1Firebird EggLike the Nuke power
2Fairy DustPuts the target to sleep, like the Paralysis power
3Healing PotionLike the Heal power
4Ninja Smoke BombLike the Fog power
5Invisibility PowderLike the Invisibility power
6Wizard’s MushroomEat to gain a temporary Think Point to spend within 1 hour
7Berserker’s VenomGain 2 additional actions that turn, take 1 Hit Point damage
8Cursed ArrowA +3 damage arrow
9Enchanted FigurineLike the Summon power
10Seeds of DoomCreeping vines that entangle the target, like the Grab power

Using a potion is an action and uses up your turn during combat. Note drinking Berserker Venom is an action but it instantly gives you two actions.

Items that require targeting a foe (like Firebird Eggs or Fairy Dust), require a Fix vs Defence test. Depending on the circumstances, the case can be made for using different Attributes in the test, but Fix should be considered the default as it is the Attribute for both mechanical aptitude and manual dexterity.

Get Polar Fudge Adventures, Polar Fudge Medieval Adventures and other free Polar Blues Press games here: https://ukrpdc.wordpress.com/2017/12/03/polar-blues-press-downloads/.

Polar Fudge Medieval Adventures

Introducing Polar Fudge Medieval Adventures, the fantasy adaptation of Polar Fudge Adventures. The pdf is free to download here:
https://ukrpdc.files.wordpress.com/2023/02/polarfudgemedieval-001.pdf

The game is set during the Zombie Prince Duncan Rebellion, a fierce civil war between the forces of King Roderick “The Craven” and his elder, deceased brother brought back to life as a zombie by his supporters. From the common folks perspective only one thing is clear, whichever side wins, they lose.

The setting is very loosely based on medieval England, drawing more from Ivanoe, the Arthurian legends or even Robin Hood than Tolkien and Conan. Or you can just ignore the setting and use it for a different fantasy setting, the game is versatile that way.

Polar Fudge Medieval Adventures features the same fast-playing, flexible system found in all Polar Fudge games and comes with tools for GM who like to improvise content during play. Additionally, it also features:

  • A easy plug-and-play magic system for Fudge
  • A substem for creating unique, medieval themed monsters
  • Exploration Mode, for optional dungeon crawl style play
  • Three linked  mini adventures,

Bounty Hunters of the Atomic Wastelands – the Polar Fudge Adventures Edition

Bloodthirsty mutants, outlaw desperados and crazed cyborg warlords; the Atomic Wastelands is home to the toughest, meanest, downright dangerous varmints the world’s ever seen.
You should know, you’re the one who hunts them for a living.

Bounty Hunters of the Atomic Wastelands is a fast-playing action-packed, post-apocalyptic roleplaying game. It draws as much from classic westerns as from science fiction B-movies. It is available now, entirely free.

Bounty Hunters of the Atomic Wastelands – Fudge
BHAWPFA-cover-small
In Bounty Hunter of the Atomic Wastelands you play bounty hunters (in the Atomic Wastelands). Inside you will find:

  • Fast and flexible character generation
  • A concise rules for powers that cover psionics, cybernetics and super-science gadgets
  • Labour-saving GM tools like The Minion Machine
  • A ready-to-go campaign with out-of-the-box bounties to collect

Bounty Hunters of the Atomic Wastelands – the Polar Fudge Adventures Edition – is an update on the 2014 release of the game, which was originally based on Fate. While the new edition is not substantially different from the original, adapting the game to Polar Fudge Adventures seemed a great opportunity to make the game leaner and punchier.

Polar Fudge Adventures Power Cards

Here’s a little add-on to make running Polar Fudge Adventures even easier. The PDF below contains all the Powers from Polar Fudge Adventures in card format, for easy reference. Just print and cut out. There is a reverse side image in the PDF you can use if your printer supports duplex printing.

https://ukrpdc.files.wordpress.com/2022/10/polar-fudge-powers-cards.pdf

You can get Polar Fudge Adventures is available as a free download from here: https://ukrpdc.files.wordpress.com/2022/10/polarfudgeadventures-02-2.pdf

…or you can use these cards with other versions of Fudge.

Polar Fudge Adventures

Polar Fudge Adventures is a simple, multi-genre variant of the Fudge roleplaying game, similar to that used by other Polar Blues Press games such as Cyberblues City and Lawmen v Outlaws.

download Polar Fudge Adventures

The tagline for Polar Fudge Adventures, “free, prefab Fudge Roleplaying Game for any occasion” says it all. Polar Fudge Adventures is:

  • Free.. because it’s free, no strings attached
  • Prefab… because it is a fully pre-configured, no-assembly required version of the Fudge rules 
  • Any Occasion… because the system is ideally suited for quick, spur of the moment games for any setting or genre.

In just under 40 pages, Polar Fudge Adventures provides:

  • Lighting-fast character generation rules
  • Fully worked out Gifts
  • A Powers system that can be used for magical spells or superhuman abilities
  • The Minion Machine, that helps create unique encounters on the fly
  • The wildy unpredicatble and thrilling combat system featured in previous Polar Blues Press games.

Also, did I mention, it’s free?

So grab a copy, have a go and if you like it you can always leave a message on this page!

Here is what our fans say about Polar Fudge Adventures!

“I really thought it was going to be about polar bears.” – Brenda M.

“It didn’t actually read it, but I looked at the pictures. They just used the same pictures from the cover.” – S. Botticelli

“All that talk about Fudge dice just made me hungry.” – Raul V.

The Critter Pool Machine is Back

Back when I first release Bounty Hunters of the Atomic Wastelands I wrote a little app to generate random encounters, the Critter Pool Machine. For technical reasons no one wants to hear about, it stopped working on various browsers. I’ve now moved the app to a new hosting site which we’re back in business. Enjoy.

The new link for the Critter Pool Machine is:

https://polarblues.github.io/apps/BHAW-Critter-Pool.html

It looks somethig like this.

Best of Three Contests for Fudge

Best of Three Contests are a little mechanic I’ve been using in my Fudge games of late. The purpose of Best of Three Contests is to resolve dramatically important tasks where a single skill roll might feel a little underwhelming such as chases, interrogations or computer hacks. The concept can be transposed to other systems.

In a Best of Three Contest the task at hand is resolved over the course up to three tests. The player needs to succeed on at least two of the tests to accomplish the over task otherwise the task fails.

Additionally, during a Best of Three Contest:

  • Any time a player fails a test, the difficulty level of the test is raised by one.
  • Any time a player beats the difficulty level by a margin of two, the difficulty level of the task is reduced by one.

Best of Three Contests may also have a failure conditions. Depending on the situation, failing a Best of Three Contest could result in, for instance, an alarms being triggered, a piece of equipment breaking or a trap going off.

A character can avoid the failure condition by abandoning the contest before it is complete. Giving up on defusing a bomb does not stop the bomb from exploding but it may allow you to get out of its blast radius.

Best of Three Contests are a simplification of the Complex Test mechanic used in many of my games ( see https://ukrpdc.wordpress.com/2017/12/03/polar-blues-press-downloads/). Complex Tests are more versatile but, as their name suggests, they are a little more complex. Best of Three Contests are much easier to explain, set up and execute. For me, ease of use is one of the most important qualities in a game mechanic.

Town Creation for Lawmen v Outlaws

Here are some simple rules to create a town for Lawmen v Outlaws (or any other wild west roleplaying game) collaboratively. The advantage of creating the setting collaboratively is that you start off with a setting the players are already familiar with, interested in and connected by virtue of being co-creators. Also, it cuts down on the GM’s prep and that can’t be bad. The full, free rules for Lawmen v Outlaws can be downloaded here: https://ukrpdc.wordpress.com/2018/12/30/lawmen-v-outlaws/

The following Lawmen v Outlaws town, Badger’s Bluff, was created using a Google Jamboard with the group playing over the Internet, as one has to do these days, The virtual Post-Its work pretty well for this excercise from a practical point of view, though it’s not extactly pretty.

For reference, the light blue area is the town, the yellow circles locations outside town.

Rules:

  1. Each person in turn picks a location (including the GM)
  2. Two locations should be in town, one location out of town
  3. For each location create a Tag – a short descriptor
  4. One of the Tags should be a personal connection (including working at, owning or being friends with the owner)

The end result is not a list of all the locations of the town, just some of the more important ones.

Badgers Bluff Map

For inspiration, some typical wild west locactions include:

Town Locations
Assay / Claims Office (implies mines)
Bank
Barber Shop / Bathhouse
Blacksmith
Boarding House
Boot Hill
Cafe
Church / School
Cigar Shop
Corral
County Courthouse (larger town)
Dance Hall / Theatre
Doctor / Dentist
General Store (or other)
Gunsmith
Hotel
Jeweller / Watchmaker
Laundry
Lawyer
Livery / Stable
Newspaper
Opium Den
Photographic Studio
Post Office
Railroad Station (implies railway)
Restaurant
Saloon (often more than one)
Sheriff’s Office & Jail
Stables
Telegraph Office
Undertaker

Out of town locations
Farm
Ferry station
Fort
Lumber camp
Mill
Mine
Native encampment
Natural feature (mountain, river, etc…)
Open range
Prison
Ranch
Roadhouse / Way station
Trapper cabin


More than just rules?

Some games just give you a cool world and rules to resolve actions within it. Like a large box of generic Lego, how exactly they are to be used is left to the GM and the players.  Other games are more structured. The game might  provide clear guidance regarding what the player characters are expected to do, instructions on how and when to transition between scenes, a default framework for how adventures unfold or even subsystems to manage and track longer term goals.  

Looking at the games released as Polar Blues Press, I can see I flip-flopped a fair bit on this issue.

Of these games, Bounty Hunters of the Atomic Wastelands clearly has the most complete structure of play of the lot. Bounty hunting, as a core activity, provides a clear role for the party and a built in framework for inserting adventure hooks. The gradual deterioration of players’ equipment, the vehicle upgrades and Mad Max roadwar encounters provide an additional framework with alternate goals and rewards for play. And the way these two frameworks interact is significant.

I was pleased with the design but from watching other GMs run Bounty Hunters of the Atomic Wasteland and odd bits of feedback, these frameworks largely seemed to get ignored. Most GMs seemed happy with the action resolution rules, but in practice already had their own way of running games. They didn’t need or want the extra layer.

So when it came to Cyberblues City I changed my approach. Initially I just provided the bare bones action resolution rules. There were a few suggested concepts for the party, but no hard and fast instructions about what the characters do in the game. It was very much a box of Lego kind of game.

That might have been the end of the story, but a year or so later, I came up with a setting idea for Cyberblues City. It was a gonzo future London ruled by a cyborg queen Victoria. This could have been packaged as an expansion for Cyberblues City; making it clear it was a possible setting for the game rather than the setting. But, in a free PDF,  it seemed to make little sense to split the rulebook from the setting, so I bundled them together in Cyberblues City Deluxe. To this day, I still don’t know if that was the right call. It makes the product both better and worse at the same time. At least the illustrations are better in the new edition and it is still the funniest thing I’ve ever written.

The point being, Cyberblues City really has no inbuilt framework for play at all. That makes it bit harder to just pick up and play, even for me. To run it I need to sit back, come up with a fresh premise and some sort of adventure all by myself.

Which leads us to Lawmen v Outlaws. I wanted to do a Western. At first I found it a bit daunting because it is such a broad genre. The key for me was to narrow it down to stories of lawmen chasing outlaws and of outlaws evading lawmen.That instantly provided a clear answer to the question “What do the characters do in this game?”.

I still didn’t have much of a framework for how Lawmen v Outlaw adventures were meant to unfold. I tinkered with some town creation rules to support play, but that wasn’t going anywhere (though I may revisit it). 

In the end I landed a very ridiculously simple formula around which to structure lawmen style adventures. And it all hinged on these two  simple sentences.

“It was an ordinary day like any other when…” followed by  “Turns out that…”

What this captures is the simple universal truth of a lawman adventure – there is a status quo and then something happens to disrupt it. Thus the initial call to action is set.

The “Turns out that…” part is a reminder that what is introduced in the call to action, isn’t the whole story. There needs to be a twist or complication otherwise all one is left with is a very short and predictable adventure. 

There is more to Lawmen v Outlaws adventure framework of course. All this illustrates is that , flimsy as it is, this is still a functional framework which, for the time being at least, seems like a happy halfway house between the comprehensive structure of play in Bounty Hunters of the Atomic Wastelands and the absence of any such thing in Cyberblues City, especially in the context of rule light, pick up and play style of games.