Fudge (role-playing game system)
Fudge is a generic role-playing game system for use in freeform role-playing games. The name "FUDGE" was once an acronym for Freeform Universal Donated Gaming Engine and, though the acronym has since been dropped, that phrase remains a good summation of the game's design goals. Fudge has been nominated for an Origins Award for Best Role-Playing Game System for the Deryni Role-Playing Game. Rather than being a rigidly pre-defined set of rules like d20 System or GURPS, Fudge offers a customizable toolkit for building the users' own specialized role-playing game system; such things as what attributes and skills will define characters are left to be determined by the Game Master and players, several different optional systems for resolving actions and conflicts are offered. Fudge is not tied to any particular genre or setting and world builders are encouraged to invent appropriate attributes and rules tailored to the campaign; the project that would lead to Fudge was first proposed by Steffan O'Sullivan in November 1992 on the rec.games.design newsgroup, over the following months that online community would contribute to the directed project.
One of the earliest stipulations of O'Sullivan was that the basic system would always remain free to the public over the internet, the PDF of the 1995 version still is. The 1995 version of Fudge is available under a non-commercial licence. Grey Ghost Press, with the endorsement of Steffan O'Sullivan, publishes an expanded form of the Fudge system. There have been three Grey Ghost Press editions, the most current being the Fudge 10th Anniversary Edition, which includes several suggested rules systems for common RPG elements and an example basic fantasy "build" of the game. In March 2004, Grey Ghost Press acquired the copyright of Fudge, on April 6, 2005, they released a version of Fudge under the Open Game License; the OGL license has allowed the FATE role-playing game system to build on Fudge as its underlying mechanic. In 1999 Pyramid magazine named Fudge as one of The Millennium's Most Underrated Games. Editor Scott Haring stated that "Fudge is an flexible, rules-light system, it works great, everybody who plays it, loves it.
Why isn't it more popular? I dunno." At the time Fudge was conceived, it was stylish to give role-playing games acronyms for names and the usenet design project referred to the game as SLUG, for "Simple Laid-back Universal Game". However, this was soon changed to FUDGE for "Free-form Universal Donated Gaming Engine", but because the word invoked connotations of an easy to make source of fun; this again was changed when Grey Ghost Press released their 1995 hardcopy version of the game, to "Free-form Universal Do-it-yourself Gaming Engine". With the publication of the Expanded Edition in 2000, the fad for acronym-based names had long since faded, the writer and the publisher both felt that the forced acronym had become irrelevant; the game has been referred to as just Fudge since, though fans still refer to it in the old manner as FUDGE. In Fudge, character Traits such as Attributes and Skills, are rated on a seven-level, ascending adjective scale: Terrible, Mediocre, Good and Superb. Fudge characters can have Gifts and Faults, which are positive and negative traits that do not fit into the adjective scale.
Fudge uses customized "Fudge dice" which have an equal number of plus and blank sides. A number of these dice are rolled four at a time, for every plus side that comes up the result of using the Trait is considered one step higher and for every minus side that comes up the result is considered one step lower; the goal is to match or surpass the difficulty level on the adjective scale, of the test. Thus, a Good attribute is considered to be Great if the player were to roll two plus sides, one minus side, one blank—the minus side cancels out one of the plus sides and the remaining plus side raises the result by one step; the same Good attribute would be considered Poor if you were to roll three minus sides and one blank. The same dice roll can be achieved with six-sided dice, treating a 1 or 2 as, a 5-6 as. There are several alternative dice systems available that use ten-sided dice, coins, or playing cards; the rules of Fudge are customizable and can be adjusted for the level of simplicity or complexity desired by the Game Master and Players.
Overall, the system is designed to encourage role-playing over strict adherence to an arbitrary set of rules. In fact, the main Fudge documents encourage players to "Just Fudge It". For example, one character creation method encourages players to first write prose descriptions of their characters and translate those into Fudge Traits. Grey Ghost Press' Fudge webpage RPGGeek Listing Fudge System
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific. Players control their in-game characters verbally and the success of their actions are determined by the skill of their character, the difficulty of the action, the rolling of dice. Characters earn points during play. Gaming sessions are story-told and run by "Game Masters". GURPS won the Origins Award for Best Roleplaying Rules of 1988, in 2000 it was inducted into the Origins Hall of Fame. Many of its expansions have won awards. Prior to GURPS, roleplaying games of the 1970s and early 1980s were developed for certain gaming environments, they were incompatible with one another. For example, TSR published its Dungeons & Dragons game for a fantasy environment. Another game from the same company, Star Frontiers, was developed for science fiction–based role-playing.
TSR produced other games for other environments, such as Gamma World, Top Secret and Boot Hill. Each of these games was set with its own self-contained rules system, the rules for playing each game differed from one game to the next. Attempts were made in Advanced Dungeons and Dragons to allow cross-genre games using Gamma World and Boot Hill rules. Though it was preceded by Basic Role-Playing and the Hero System, GURPS was the most commercially successful generic role-playing game system to allow players to role-play in any environment they please while still using the same set of core rules; this flexibility of environment is aided by the use of technology levels that allow a campaign to be set from the Stone Age to the Digital Age or beyond. Role-playing games of the 1970s and 1980s, such as Dungeons & Dragons used random numbers generated by dice rolls to assign statistics to player characters. GURPS, following the lead of the Hero System first used by the Champions role-playing game, assigned players a specified number of points with which to build their characters.
These points were spent to get attributes and advantages, such as the ability to cast magic spells. Additional points can be obtained by accepting lower-than-average attributes and other limitations. GURPS' emphasis on its generic aspect has proven to be a successful marketing tactic, as many game series have source engines which can be retrofitted to many styles, its approach to versatility includes using real world measurements wherever possible. GURPS benefits from the many dozens of worldbooks describing settings or additional rules in all genres including science fiction and historical. Many popular game designers began their professional careers as GURPS writers, including C. J. Carella, Robin Laws, S. John Ross, Fudge creator Steffan O'Sullivan; the immediate mechanical antecedent of GURPS was The Fantasy Trip, an early role-playing game written by Steve Jackson for the company Metagaming Concepts. Several of the core concepts of GURPS first appeared in TFT, including the inclusion of Strength and Intelligence as the core abilities scores of each character.
A Basic GURPS set was published in 1986 and 1987 and included two booklets, one for developing characters and one for Adventuring. In 1990 GURPS intersected part of the hacker subculture when the company's Austin, offices were raided by the Secret Service; the target was the author of GURPS Cyberpunk in relation to E911 Emergency Response system documents stolen from Bell South. The incident was a direct contributor to the founding of the Electronic Frontier Foundation. A common misconception holds that this raid was part of Operation Sundevil and carried out by the FBI. Operation: Sundevil was in action at the same time, but it was separate. See Steve Jackson Games, Inc. v. United States Secret Service. A free PDF version of the GURPS rules was released as GURPS Lite; this limited ruleset was included with various books such as GURPS Discworld and Transhuman Space. Steve Jackson Games released GURPS Fourth Edition at the first day of Gen Con on August 19, 2004, it promised to streamline most areas of play and character creation.
The changes include modification of the attribute point adjustments, an edited and rationalized skill list, clarification of the differences between abilities from experience and from inborn talent, more detailed language rules, revised technology levels. Designed by Sean Punch, the Fourth Edition is sold as two full-color hardcover books as well as in the PDF format. A character in GURPS is built with character points. For a beginning character in an average power game, the 4th edition suggests 100–150 points to modify attribute stats, select advantages and disadvantages, purchase levels in skills. Normal NPCs are built on 25–50 points. Full-fledged heroes have 150–250 points, while superheroes are built with 400–800 points; the highest point value recorded for a canon character in a GURPS sourcebook is 10,452 for the Harvester in GURPS Monsters. In principle, a Game Master can balance the power of foes to the abilities of the player characters by comparing their relative point values. Characters in GURPS have four basic attributes: Streng
Advanced Fighting Fantasy
Advanced Fighting Fantasy is a British roleplaying game based on the Fighting Fantasy and Sorcery! gamebooks. It was published in 1989. A second edition was published in 2011, it takes place in the world of Titan. AFF is chiefly meant to facilitate the games master to write his or her own adventures inspired by Fighting Fantasy; the few adventures published for the game are brand new adventures written for the system as opposed to converting existing gamebook stories for multiplayer RPG usage. It is thus unrelated to either the Myriador d20 conversions of several gamebooks by Jamie Wallis, or the electronic conversions of the Sorcery! Series by inkle. Both these feature unique rulesets not seen elsewhere in the Fighting Fantasy brand; the rules of AFF are adapted from the rules of the Fighting Fantasy gamebooks and was an expanded but separate follow-up to Fighting Fantasy – The Introductory Role-Playing Game. This system is based on skills, here called "Special Skills"; the game features neither levels.
A player character, called Hero, is defined by: four characteristics: Skill, Luck, Magic. The creation of a Hero starts with the choice of a "concept", e.g. a Knight of Salamonis or a Student from the magical school of Yore — this has no influence on the attributes and is more a background guideline. Unlike the gamebooks, the characteristics and special skills are not rolled but are bought with creation points; the rules provide archetypes which allow a fast creation: Adventurer, Barbarian, Priest of Telak, Warrior, Wizard… There are three types of tests: unopposed test: a roll of two six-sided dice must be less than the sum of a characteristic and a special skill. The rules provide difficulty adjustments for given situations; the combat rules are the same as the gamebooks', except that the points of damage are determined randomly: the attacker rolls 1d6 and reads the points of damage on a table, the defender does the same to apply the damage reduction from his armour. There are a few combat options: Luck test to increase or reduce the damages, feint… A spellcaster must have a least 1 in the Magic characteristic and one point in one special skill: Magic-Minor, Magic-Priestly, Magic-Sorcery or Magic-Wizardry.
There are three types of magic: Minor magic: the Cantrips are easy-to-cast spells with limited effects. The main change brought by this edition is the addition of the Sorcery! Magic system. Arion Games brought in several titles not directly related to AFF under its Advanced Fighting Fantasy fold. For Out of the Pit, Arion added the statistics needed to make that monster book compatible with AFF rules; the spells in the Sorcery! Spell book were given additional mechanics to make them AFF spells. Other publications, such as the Titan worldbook, was republished as-is; the roleplaying game is translated and published in French by Scriptarium, as Défis fantastiques, le jeu de rôle. They added original material: the core book has a 100 pages additional campaign, Le Tambour de Gondrim, original illustrations, they created a gamemaster's screen with an original adventure, paper figurines and tiles. Bottley, Graham. Défis fantastiques, le jeu de rôle. Scriptarium. ISBN 978-2-9543631-0-3. Monseur, Olivier. L'Écran du meneur de jeu.
Illustrated by Jidus and Russ Nicholson. Scriptarium. ISBN 978-2-9543631-2-7. Gamemaster's screen and an adventure, Pirates à la dérive, first part of the campaign Maudit Trésor…. Les accessoires du meneur de jeu. Illustrated by Éric Chaussin and Jidus. Scriptarium. 2013. ISBN 978-2-95436-310-3. Tiles and paper figurines. Carte d'Allansia. Cartography by Florent Haro, illustrated by Jidus. Scriptarium. 2013. A2 vinyl colour map of Allansia, from the original material from Jonathan Green, Steve Jackson and Ian Livingstone. Pouillot, Fabrice "del Armgo". Tel est pris. Scriptarium. Free downlodable adventure, first part of the campaign Les Larmes de Hmurresh. Baldowski, Paul. La Fosse aux ordures. Scriptarium. Free downlodable adventure in a contemporary world. Scriptarium started a call for crowdfunding to publish the translation of Titan in March 2014; the success of the subscription allowed the execution of new original illustrations (by John Sibbick, Malcolm Barter, Bill Houston, maps by
Greg Costikyan, sometimes known under the pseudonym "Designer X", is an American game designer and science fiction writer. Costikyan's career spans nearly all extant genres of gaming, including: hex-based wargames, role-playing games, card games, computer games, online games and mobile games. Several of his games have won Origins Awards, he co-founded Manifesto Games, now out of business, with Johnny Wilson in 2005. Greg Costikyan is the son of politician Edward N. and Frances Costikyan. He married Louise Disbrow, September 4, 1986. Costikyan is a 1982 graduate of Brown University, he is a frequent speaker at game industry events including the Game Developers Conference and E³. Greg Costikyan has been a game designer since the 1970s. Costikyan worked at SPI until it was closed by TSR in 1982, his 1983 game Bug-Eyed Monsters brought West End Games into the science-fiction and fantasy genres, the following year he licensed his Paranoia role-playing game to West End Games for publishing after trying unsuccessfully to find a publisher.
Costikyan designed Toon for Steve Jackson Games after developing it from an idea suggested by Jeff Dee. West End Games acquired licensing to make a game based on Star Wars, Costikyan designed Star Wars: The Roleplaying Game, published in 1987, with help from Doug Kaufman and others. Costikyan and Eric Goldberg left West End Games in January 1987, forming the short-lived Goldberg Associates; when West End Games declared bankruptcy in 1998, Costikyan and Goldberg tried to recover the rights to Paranoia. Costikyan designed the role-playing game Violence under the pseudonym "Designer X" for Hogshead Publishing, made the game available under a Creative Commons license. Costikyan and Goldberg licensed Paranoia to Mongoose Publishing, which began producing new books for the game in 2004. Costikyan was the CEO of Manifesto Games, a start-up devoted to providing a viable path to market for independently developed computer games, he subsequently worked as a consultant for several years before joining Guerillapps as lead game designer in March 2010 to develop its game "Trash Tycoon" for Facebook.
In May 2011, he joined Disney Playdom as senior games designer and in January 2014 assumed the same role at Loop Drop. In June 2015, Costikyan joined Boss Fight Entertainment as senior games designer, he has written on games, game design, game industry business issues for publications including: the New York Times, Wall Street Journal Interactive, The Escapist and Game Developers Magazine, is the author of science fiction novels. He has lectured on game design at universities including: the Copenhagen ITU, Helsinki University of Art & Design, RPI, SUNY Stony Brook. Costikyan's notable works include: Web and Starship Toon Star Wars: The Roleplaying Game Pax Britannica Paranoia The Creature That Ate Sheboygan MadMaze Violence: The Roleplaying Game of Egregious and Repulsive Bloodshed The Price of Freedom Costikyan's other RPG credits include Acute Paranoia for Paranoia, Your Own Private Idaho for The Price of Freedom. In addition, Costikyan is a published author on the subject of game design and the role of games in culture.
His essay, "I Have No Words and I Must Design" is read as a conceptual approach to framing game design. Costikyan worked on game design including writing and consulting for Nokia. In September 2005, he left Nokia to join with Johnny Wilson, former editor of Computer Gaming World, in founding the startup indie game publisher Manifesto Games, he contributed to the now defunct Manifesto Games' website, was editor in chief of their now defunct offshoot game review blog Play This Thing. In the 1970s and 80s, Costikyan was a leading player of Slobbovia, his novel One Quest, Hold the Dragons includes several stories about crottled greeps, a Slobbovian meme. In February 2009, Costikyan updated the rules and re-released his 1979 space combat game, Vector 3, under a Creative Commons license as a free PDF download. Costikyan has written four novels; the first two were parodies of genre fantasy: Another Day, Another Dungeon and its sequel One Quest, Hold the Dragons. By the Sword is another irreverent fantasy about a young barbarian, forced by circumstances to make his way in the larger world.
His latest novel, First Contract, depicts the vast sociological and economic changes that happen after aliens arrive on Earth, one entrepreneur's efforts to survive and make a new start. In 2013, Costikyan's non-fiction look at the role of uncertainty in game development Uncertainty in Games was published by MIT Press. A paperback edition was subsequently published in 2015. ISBN 9780262527538. Costikyan is the winner of five Origins Awards. On March 7, 2007, Costikyan received the Game Developers Choice Awards Maverick Award; the award was given for his tireless efforts to c
Fate (role-playing game system)
Fate is a generic role-playing game system based on the Fudge gaming system. It is customizable, it is designed to offer minimal obstruction to role-playing by assuming players want to make fewer dice rolls. Fate was written by Rob Donoghue. Fate gained adherents both for its high level of support, unusual for a free game, for the numerous innovative gaming mechanics. Fate is derived from the Fudge system that earlier design's verbal scale and Fudge dice, but most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence. Instead, it uses a long list of skills and assumes that every character is "mediocre" in all skills except those that the character is explicitly defined as being good at. Skills may perform one or more of the four actions: attacking, overcoming obstacles or creating an advantage. Exceptional abilities are defined through the use of Aspects. An aspect is a free form descriptor of something notable about either the scene. A relevant aspect can be invoked to grant a bonus to a die roll.
Aspects may be compelled to influence the setting by offering the person with the aspect a fate point to put them at a disadvantage relevant to the aspect. An example given in the rule book refers to the GM invoking a player character's Rivals in the Collegia Arcana aspect to have said rivals attack them in the bath so they don't have access to their equipment. Situational aspects describe the scene, may be created and used by the GM, or by players using the create advantage action with a relevant skill. Stunts are exceptional abilities. Aspects, on the other hand, are always defined by the player. For example, a player may choose to give their character an aspect of "Brawny". Aspects may relate to a character's possessions, e.g. the character Indiana Jones for example, might have the Aspect "Whip and Fedora". When the system was published FATE was considered an acronym for “Fudge Adventures in Tabletop Entertainment” and “Fantastic Adventures in Tabletop Entertainment”. Most FATE has been simplified to just be Fate and is no longer an acronym.
While there has been concern that Fudge would restrict its "open" license and thus force Fate to change to a different underlying mechanic, such fears have subsided once Fudge itself was released under the Open Gaming License. Fate has an associated Yahoo! Group to share settings and conversions of other role-playing games; the 3rd edition of Fate was no longer a generic RPG like the first two versions, but set in the pulp genre. It was nominated in 2007 for an ENnie award for Best Rules; the 3rd edition rules are used for the Dresden Files role-playing game. The System Reference Documents for Spirit of the Century and Diaspora are currently available. Several other role-playing games are built on the game mechanics of Fate 3.0. A new edition called Fate Core was published in 2013, funded by a successful crowdfunding campaign, released under two free content licenses: CC BY 3.0 and the Open gaming license. As a result of the crowd funding effort, Evil Hat Productions released Fate Accelerated, a streamlined version of the rules based on the same core mechanic intended to get players into the game faster.
One notable difference is that skills are replaced with six "approaches" to solving problems - Careful, Flashy, Forceful and Sneaky. The approaches can each use all four skill actions. To release the new version of Fate, Evil Hat Productions ran a Kickstarter campaign that asked for $3,000. At the end of the campaign they raised $433,365 and expanded the product line adding two world books and a system toolkit; this list includes implementations of the Fate system as well as RPGs explicitly inspired by it. Age of Arthur Atomic Robo Dawning Star: Fate of Eos Diaspora The Dresden Files Houses of the Blooded Jadepunk Tales From Kausao City Legends of Anglerre Spirit of the Century Starblazer Adventures In the 2003 Indie RPG Awards, Fate won a number of awards: First Place - Best Free Game of the Year First Place - Best Support Third Place - Indie RPG of the Year Recipient - Andy's Choice AwardThe Fate roleplaying game has resulted in winning the following ENNIES awards: 2015 Best Family Game, Silver Winner for Atomic Robo The Roleplaying Game 2014 Best Website, Silver Winner for Fate SRD.
Carl Sanford Joslyn "Sandy" Petersen is an American game designer. Petersen was born in St. Louis and attended University of California, majoring in zoology, he is a well-known fan of H. P. Lovecraft, whose work he first encountered in a World War II Armed Services Edition of The Dunwich Horror and other Weird Tales found in his father's library. In 1974, Dungeons & Dragons brought his interest to role-playing games, he became a full-time staff member at Chaosium. His interest for role-playing games and H. P. Lovecraft were fused when he became principal author of Chaosium's game Call of Cthulhu, published 1981, many scenarios and background pieces thereafter. While working for Chaosium he co-authored the third edition of RuneQuest, for which he co-wrote the critically acclaimed Trollpak and a number of other Gloranthan supplements, he authored several critically acclaimed RuneQuest supplements for Avalon Hill and Games Workshop. Petersen served as co-designer for West End Games's Ghostbusters roleplaying game.
He still plays and runs role-playing games, is a frequent guest at conventions where he runs a freeform game of his own devising, and/or helps to run someone else's game. He worked some time for MicroProse, where he is credited for work on Sid Meier's Pirates! and Sword of the Samurai. Between 1989 and 1992 he worked on the video games Darklands and Lightspeed, he made some contributions to Civilization. Interested by the first-person shooter Wolfenstein 3D, Petersen joined id Software about 10 weeks before the December 1993 release of Doom and in that time created 19 levels for it, he created 17 of the levels for Doom II, 7 levels for Quake. His Lovecraftian influences resulted in some changes to the monster designs for these games, he left id Software for Ensemble Studios in June 1997. There, he has worked as a game designer on several of their Age of Empires titles, including Rise of Rome, Age of Kings, The Conquerors. During this time, he was a frequent poster on the HeavenGames forums under the username ES_Sandyman.
He ran an popular series of threads, "Ask Sandyman", where forum members could ask him about anything they wanted. Petersen was the Executive Producer for the movie The Whisperer in Darkness, nominated for awards at the Chicago and Warsaw International Film Festivals, it was produced by H. P. Lovecraft Historical Society Motion Pictures in the style of a 1930s black and white horror movie, he serves as the publisher of horror magazine Arcane: Penny Dreadfuls for the 21st Century. Petersen took a professorship at The Guildhall at SMU in 2009 following the closure of Ensemble Studios, where he taught several courses on game design. Petersen worked at Barking Lizards Technologies as their Creative Director, after leaving The Guildhall, worked on their iOS release, Osiris Legends. In mid-2013 Petersen led a successful Kickstarter campaign by his company, Green Eye Games, to produce the Cthulhu Wars boardgame. Over US$1,400,000 was raised achieving over 3,500% of the initial target; this success allowed the creation of map expansions and additional scenario options.
In most, if not all, previous Cthulhu games "you strive to avert the impending catastrophe. But in Cthulhu Wars you ARE the catastrophe! The Great Old Ones have returned to claim the ruins of Earth, you are one of them!". Green Eye Games produced the unsuccessful kickstarter Cthulhu World Combat. In June 2015, it was announced that Petersen and Greg Stafford had returned to Chaosium Inc. Petersen is a member of The Church of Jesus Christ of Latter-day Saints, but sees no conflict between his faith and his design of games involving Satanic elements. While working on Doom, he said to John Romero: "I have no problems with the demons in the game. They're just cartoons. And, they're the bad guys."Sandy is married, has five children, nine grandchildren. Sid Meier's Pirates! Civilization Lightspeed Hyperspeed Darklands DOOM Doom II: Hell on Earth The Ultimate DOOM Quake Hexen: Beyond Heretic Final DOOM Age of Empires Age of Empires: The Rise of Rome Age of Empires II Age of Empires II: The Conquerors Age of Empires III Age of Empires III: The WarChiefs Halo Wars Osiris Legends Call of Cthulhu Cthulhu Wars Theomachy Orcs Must Die!
Castle Dicenstein Evil High Priest The Gods War The Whisperer In Darkness Dragon Ask Sandy Series @ Age of Kings Heaven GameSpy interview yog-sothoth.com interview "Pen & Paper: Roleplaying Game Credits for Sandy Petersen". Archived from the original on 2008-05-21. MobyGames biography The Guildhall @ SMU Homepage Arcane: Penny Dreadfuls for the 21st Century An interview in Italian language on RiLL.it
Francis Gregory Stafford known as Greg Stafford, was an American game designer and practitioner of shamanism. Stafford is most famous as the creator of the fantasy world of Glorantha, but he is a prolific games designer, he was designer of Pendragon, he was co-designer of the RuneQuest, Prince Valiant and HeroQuest role-playing systems, founder of the role-playing game companies Chaosium and Issaries, designer of the White Bear and Red Moon, Nomad Gods, King Arthur’s Knights and Elric board games, co-designer of the King of Dragon Pass computer game. Greg Stafford began wargaming after picking up a copy of U-Boat by Avalon Hill, in 1966 as a freshman at Beloit College he started writing about the fantasy world of Glorantha. After rejection from a publisher, Stafford created White Bear and Red Moon set in Glorantha, after three different companies were unable to publish the game he created Chaosium, he derived the name from his home, near the Oakland Coliseum, combining "coliseum" with "chaos."White Bear and Red Moon was Chaosium's first published game, was Stafford's first professional game.
Stafford designed. Stafford designed the wargames Elric and King Arthur's Knights. Stafford wanted the world of Glorantha to be part of an original role-playing game. Stafford and Lynn Willis simplified the RuneQuest rules into the 16-page Basic Role-Playing, he designed the miniatures game Merlin. Stafford considers his Arthurian chivalric role-playing game King Arthur Pendragon his masterpiece, he co-designed the Ghostbusters role-playing game. Stafford designed the Prince Valiant roleplaying game, which featured a strong storytelling basis and other innovations. Stafford decided to produce a fiction line for Call of Cthulhu after he realized that many Lovecraft fans of the early 1990s had never read Lovecraft's fiction but were only familiar with him through Call of Cthulhu. Stafford co-designed the computer game King of Dragon Pass. Stafford left Chaosium in 1998, taking all of the rights for Glorantha, founded the game company Issaries. Stafford approached Robin Laws to create a new game based on Glorantha, which became known as Hero Wars, published in 2000 as the first professional product for Issaries.
Stafford published the second edition in 2003 under the name he always wanted HeroQuest, as Milton Bradley's trademark on the name had lapsed. Stafford moved to Mexico in 2004; when Hasbro let the RuneQuest trademark lapse, Stafford picked up the rights to the game and licensed Mongoose Publishing to publish a new edition in 2006. After White Wolf acquired the rights to Pendragon, it was republished in 2005 by White Wolf, their ArtHaus imprint published The Great Pendragon Campaign, in which Stafford detailed the massive RPG campaign from the years 485 to 566. After Nocturnal Games picked up the rights to Pendragon, Stafford created a 5.1 edition of Pendragon. He moved from Berkeley, California to Arcata, California in 2007, having lived in the San Francisco Bay Area for some years. In June 2015, it was announced that Sandy Petersen had returned to Chaosium Inc.. Stafford taking the positions of President and CEO. Greg Stafford's interest in roleplaying and gaming originated in his adolescent fascination with mythology.
During his adolescent years he read anything he could find on the subject, when he exhausted the libraries, he started to write his own stories in his freshman year at Beloit College, in 1966. This was the start of the world of Glorantha. Stafford's 1974 board game White Bear and Red Moon had featured the violent struggle between several cultures in the Dragon Pass region of Glorantha; the heart of the game was a conflict between the barbarian Kingdom of Sartar and the invading Lunar Empire, a theme which has remained central to Gloranthan publications since then. As Stafford was founding his company Chaosium, the game Dungeons & Dragons was gaining great popularity. Role-players were keen to use the White Red Moon setting in such games. So Chaosium published RuneQuest, written by "Steve Perrin, Ray Turney, Friends". Stafford left Chaosium in 1998. For some years, Stafford wrote several novels set in Glorantha. Novels that he is known to have been working on are Harmast's Saga, Arkat's Saga, his "Lunar novel".
He was one of the designers on the Glorantha-based video game "King of Dragon Pass". Stafford was a practicing shaman and member of the board of directors of Shaman's Drum, a journal of experiential shamanism, he had some short articles of Arthurian interest published. Stafford lived in Mexico for 18 months, tutoring English as a foreign language, exploring places of archeological and shamanic interest. Fantasy author David A. Hargrave pays homage to Stafford in the Arduin series of supplements, the most known example of this being the Stafford's Star Bridge 9th-Level mage spell. Stafford was inducted in the Origins Award hall of fame in 1987. In 1999 Pyramid magazine named Greg Stafford one of The Millennium's Most Influential Persons, "at least in the realm of adventure gaming."Stafford won the Diana Jones Award in 2007, for The Great Pendragon Campaign, published by White Wolf and in 2015 for Guide to Glorantha, coauthored with Jeff Richard and Sandy Petersen and published by Moon Design PublicationsHe was honored as a "famous game designer" by being featured as the king of hearts in Flying Buffalo's 2011 Famous Game Designers Playing Card Deck.
The Stafford Codex – Stafford's personal website