Introduction

Welcome to my experimental game rules. I call the system "Fudged Links," because it's based on Fudge, and because it involves forging Links between Traits, a concept that I think is probably original.

Reaction

In many ways Fudged Links is a reaction to game systems that I've played and thought they could be made better, even if they were already great. Someday there will be One Perfect Gaming System. OK, there probably won't be. But I can try to work toward one that works for me, that lets me run or play a game where I'm not thinking about the rules anymore, just having a good time.

I have played many games run by friends who created their own systems as well as the setting and scenario. I think this is awesome and want to do it too. I'm not going to criticize any of their efforts; not only do I want them to stay my friends, I think they did an excellent job, especially considering they did it by themselves or at most in collaboration with one or two others. On the other hand, the big game publishers have hundreds of developers, writers and testers, and their games have been played by millions of players over the course of several years, so I think it's fair to criticize their efforts, because they had ample resources with which to create a professional-quality product. And yet, in many ways, my friends manage to do just as well, if not better.

Concepts

To see what I'm looking for here, and hopefully to prevent future developments that go against what I plan for this to be, let me list some of the Fudged Links system's basic tenets:

Terms

The fundamental Terms of Fudged Links are all named with one-syllable words, capitalized to show that this is a special use of these words.

Task
A Task is a situation in which a character finds him/her/itself that requires the character's player to roll the dice. It's only a Task if the GM says it is; you don't have to roll the dice to see if you can tie your shoes (although, as always, circumstances could make this difficult: perhaps you are handicapped or injured, or your hands are tied behind your back, or 40 Orcs are beating on you with cudgels as you tie).
Die
Fudge dice are six-sided dice with two blank faces, two + faces and two - faces, representing 0, +1 and -1, respectively. Although such dice are available for purchase, the same results could be achieved with using a d3 - 2: use a regular six-sided die, divide by 2 (rounding up) and subtract 2. In this system, as in regular Fudge, four Fudge dice are rolled (often denoted 4dF) and added together (removing +/- pairs first, if there are any, makes things faster). The result is a number from -4 to +4 that is nicely bell-curved in its probability distribution.
Die Roll
A Die Roll (or just a Roll) means the total of the numbers on the dice after you've rolled them, but before anything has been added or subtracted. You can usually roll or reroll the dice by spending a Point; you can also spend Points to buy a certain Roll.
Trait
A measure of a character's ability, talent, knowledge, experience or skill in some area. The character will have some number of Ranks in a Trait. It is possible to have negative Ranks, if the character is really bad at something. Central to Fudged Links is the fact that if any Trait isn't listed on a character's sheet, the character is assumed to have that Trait at a Rank of 0.
Rank
A measure of a Trait. Rank can range between the very rare extremes -4 (enormously, horribly bad) and +4 (inhumanly, astoundingly good). Just having a +1 in a Trait is Good and indicates a considerable amount of study or training. A +2 indicates mastery of the area, while +3 makes one an expert outstanding in his/her/its field. The +4 Rank is reserved for legendary heroes (or villains).
A connection forged between two Traits. Once two Traits are connected by a Link, it becomes possible for both Traits to help the character succeed in some Task.
Width
A measure of a Link. Width is a number indicating how many Ranks of a Trait can pass across it to contribute to a Score, and in turn a Sum.
Score
This term isn't used that often, but it refers to the total bonus you add to your Roll when resolving a Task, from the Ranks of the Trait in question and any other applicable Traits that may be Linked to it. Sum = Roll + Score.
Bar
The difficulty set by the GM for a Task. I know this is going to be called "difficulty," "target number," "DC," etc. by practiced gamers, but oh well. This number can theoretically be positive or negative, but anything with a zero or negative difficulty is usually far too easy to even bother with rolling dice. With the dice and the Traits limited to +4, it might seem as if a +5 or +6 Bar would make a Task impossible, but if you imagine a Trait with a lot of other Traits Linked to it, you can see that impossibility is only an illusion.
Sum
This is your final number in the Task resolution process. It's what you get when you add your Roll and your Score. The GM compares this against the Bar that he/she set; if the Sum meets or exceeds the Bar, you succeed. Degree of success is measured by how much your Sum cleared the Bar by.
Point
The only kind of point in the game. A Point is roughly worth one Roll: you can spend a Point to reroll for a Task, or to roll to increase a Trait or Link. You can spend Points to buy a certain die roll result, too, but the point cost of any given result is just the average number of tries it would take to roll that result, rounded up (this is Encouraging Gambling). The GM hands out Points at character creation time, at the end of a game session, when somebody does something really cool, or basically whenever he/she feels like it. Points can be written down on paper or can be represented by poker chips or other counters.

I hope that has gotten you started with some basics. Here are some links to more detailed sections.