Twisting the mechanisms
In FUBAR, one of the problems I've constantly faced is the way the traits kick in only once the basic challenge has been resolved. It feels like two separate challenges associated with each task, one to determine if you succeed (and whether you have to give up anything in the process), followed by a second challenge to determine how well you've succeeded (or how much you've had to give up in the attempt). (Note: If anything in this post isn't making sense, head over to RPGNow and download a copy of the FUBAR Director's Cut, it's free) . It's a bit distracting, and detracts from the otherwise freewheeling nature and open-ended nature of proceedings. I've played with a few ways to modify it, and sometimes dropped it completely in favour of simply following the story. Since this mutant animal game is going to essentially be "Powered by FUBAR", it's an opportunity to revisit the system. I'm not sure I'm completely ready to go forw...