While I haven't been much interested in modern settings, I'm definitely looking forward to taking a look at the Dresden File RPG.
I agree that the standard FUDGE isn't really set up for long-term campaigns. Most of what has been written by its creators and contributors supports this. That said, it is a very easy system to modify to accommodate a long-term campaign.
I think someone used to the "gimme! gimme! gimme!" feel of D20, where acquiring things like levels, HP, magic items, and feats is considered character development, might have a hard time with a FUDGE-based system at first. In FUDGE, you start out as someone who can actually make a difference in the world. You aren't quite as squishy as a beginning character in most D20 games. I've also read that many people used to a class/level RPG often struggle with classless/levelless RPG's, and vice-versa.
Personally, I feel like FUDGE does a better job of addressing a long-term campaign because of its modularity, and the fact that you don't have to play 3-4 levels before you actually start to feel like a hero. Part of my frustration with D20 in general is its reliance on acquisition of new things, rather than improving existing traits. I've been running multiple 3.5 games for almost 5 years now, and I'm still amazed when characters froth at the mouth for a particular feat or spell or item, only to get it and rarely use it. It's especially frustrating for me as a GM because I design every session around what my characters have as tools at their disposal. So it's not like they aren't getting the opportunity. It just seems that for some people, it's more about the build, or "collecting" things for their characters, rather than character development. I'm not against that style of gaming, but I have come to realize that it's not my strong suit.
The bottom line is that I feel like I've been trying to cram my GM'ing style into a game not designed for my gaming style and that I've been trying to force it into submission with house rules, in order to run a game that matches my GM'ing style. Of all of the D20 games I've played, Conan definitely comes the closest to my gaming style, but it still has inherent qualities (like classes and levels) that I struggle with from a conceptual point of view.
I believe that any system can be used to create any type of game a GM wants to run. But I also believe that there are different design philosophies that will appeal more to some GM's than others.
And for me, I feel like it's time for me to design a game system around my GM'ing style, rather than try and force a game system into working with my GM'ing style. If nothing else, I think it will be an eye-opening experience for me and will teach me even more about myself as a gamer. At the worst, I may find some ways to further tweak D20 to work better with my gaming style.
I've heard fantastic things about Savage Worlds, and just picked up the Savage Worlds Explorer Edition. I can't wait to take a peek under the hood.
Part of the beauty of FUDGE is the fact that you can make it as ambiguous or grainy as you like. For me, the true beauty of FUDGE lies in it's dice mechanic and it's relativity philosophy. Those are two features that have actually made creating a magic and combat system easy and fun for me. For some people FUDGE is about a no-frills system that allows quick character creation and fast play. But others have created fantastically detailed and well-developed versions of FUDGE that rival some rules-heavy systems. I think there is a popular misconception that FUDGE only facilitates rules-light fast play for one-shots. While the standard version of FUDGE leans this way, it actually takes very little to add what you need to create a fully-fledged gaming system that takes advantage of FUDGE's elegant dice mechanic and philosophy of relativity. It's easy to forget that FUDGE isn't really an RPG anyways. It's really a toolkit with which to design your own RPG.
I can understand why it's not as popular as it is, because it's not a "play out of the box" RPG, but rather a set of guidelines to assist you in creating your own RPG. And that takes work that some people would rather not deal with. I personally have gotten a lot of enjoyment out of molding and shaping an RPG around my GM'ing style, but I can certainly see that aspect lacking appeal with other GM's who don't have the time or desire to create a system.
But some pretty decent systems (of course, just my opinion) have been built on the FUDGE chassis like Fate and Spirit of the Century. I think if there were a few more "play out of the box" games based on FUDGE, it would be a more popular game.
Thanks for the feedback everyone. I wasn't sure what kind of response I would get here, but this forum never disappoints me.
