Last year, a gamer on his blog (link at end) detailed what he perceived to be six major cultures of play in tabletop RPG's. I found the analysis fascinating, but I am wondering where Fudge fits into this scheme.
https://retiredadventurer.blogspot.com/ … y.html?m=1
From my brief reading of those, it's hard to place exactly.
Many people play it as a very traditional game, the GM designs everything and the players play their characters through that world.
However, many others leave much more room for collaboration, from shared world building, to explicit introduction of player's ideas.
Basically at it's core Fudge is a very flexible mechanic which can accomodate many different styles of play, it doesn't reinforce any one over any other, so is left very much in the hands of the players.
I would suspect it is run generally more traditionally (like 90%+ of most RPGs I would suspect) which I think would help many groups who 'get stuck' with Fate as it remains the underpining of that game.
Of that list I would have to plump for Trad, but the difficult thing with fitting Fudge into a category is that its nature makes it easier to play in very different ways than many games. Straight from the core book you can play it as the most traditional RPG you like, or as a very broad focus storytelling style where a roll gives the outcome for a whole scene.
Like most attempts to divide games and players into different types I think that list can only ever be moderately successful.
‘If a man does not make new acquaintance as he advances through life, he will soon find himself left alone.
A man, Sir, should keep his friendship in constant repair.’
- Samuel Johnson