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System matters and free kriegsspiel

I agree with that...the relationship between FK and FKR is mostly analogical and best understood in as bearing a similar relationship to other games of their time (kriegsspiel and trad rpgs respectively). As I mentioned in another thread, this means that FKR is mostly an extrapolation of OSR principles to a certain extreme. I think the most relevant historical connection would be if you can call what Arneson and others were playing as FK wargames, and if something of that mentality informed how they developed early dnd.

"Like the OSR, but this time we mean it"

I've read as a catchphrase ;)
 

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I agree with that...the relationship between FK and FKR is mostly analogical and best understood in as bearing a similar relationship to other games of their time (kriegsspiel and trad rpgs respectively). As I mentioned in another thread, this means that FKR is mostly an extrapolation of OSR principles to a certain extreme. I think the most relevant historical connection would be if you can call what Arneson and others were playing as FK wargames, and if something of that mentality informed how they developed early dnd.

I agree with the first part, but I find that article you posted to be full of, well, fuzzy thinking. Chainmail is nowhere near a FK game, it's a pretty standard wargame. Also, the article makes the usual faux-pas of equating the umpires making calls based on actual experience and training with pure fiat GMing and neglects that FK has a specific purpose -- to train new recruits, not tell stories.

It's this mashup I find to be a problem, because it's attempting to gather the protective cloak of one thing around something only superficially similar, which suggests the proponents are skittish about being accepted -- something I don't see any problem with. Just go with "the GM will say" and explain why this is great without trying to borrow the mantle of a different thing for legitimacy. I don't understand this drive. It's fine as what it is.
 

Also, the article makes the usual faux-pas of equating the umpires making calls based on actual experience and training with pure fiat GMing and neglects that FK has a specific purpose -- to train new recruits, not tell stories.
Well, actually the aspect that I find really interesting in FKR is the notion that genres or "worlds" contain an interior logic and their own rules. So a GM in an FKR game would not have to know about the "world" of 19thc. military engagement, but rather the world of their setting and the "rules" of the genre.


It's this mashup I find to be a problem, because it's attempting to gather the protective cloak of one thing around something only superficially similar, which suggests the proponents are skittish about being accepted -- something I don't see any problem with. Just go with "the GM will say" and explain why this is great without trying to borrow the mantle of a different thing for legitimacy. I don't understand this drive. It's fine as what it is.
Hmm I would not characterize OSR designers as skittish about being accepted. There's certainly an element of reaction here, as with any supposed appeal to "roots," and maybe an implicit disdain of relatively more rules heavy trad games like any wotc edition of dnd or CoC.
 

Well, actually the aspect that I find really interesting in FKR is the notion that genres or "worlds" contain an interior logic and their own rules. So a GM in an FKR game would not have to know about the "world" of 19thc. military engagement, but rather the world of their setting and the "rules" of the genre.
Yeah, of course FKR people aren't actually doing historical FK, so they don't need that grounding. I'm a little stuck on the idea that FKR somehow taps into the interior logic of a made up setting in a way that other approaches cannot. Also, since the setting is fictional, and presumably not exhaustive to any real degree, the internal logic seems really more of do you like how this GM tends to rule on things rather than tapping into the setting. I know there's an example of "we all know how Star Wars works so we should just be able to work this out" but then I read a thread on the latest sequels and it appears this isn't anywhere near as universal a statement as it tries to be.

Again, this feels like trying to describe the approach with more flowery language than what's actually going on.
Hmm I would not characterize OSR designers as skittish about being accepted. There's certainly an element of reaction here, as with any supposed appeal to "roots," and maybe an implicit disdain of relatively more rules heavy trad games like any wotc edition of dnd or CoC.
Okay, sure, but then this is happening, so I'm not sure what to think.

Also, I'm not sure you're using trad how I usually do, but FKR seems to be quite useful in a trad approach. Or rather, it lends itself to the kind of illusionism that enables trad approaches.
 

Given that there are, in fact, numerous other sources that discuss the specific issue of Free Kriegsspiel both in history (and the application to early TTRPGs) and its more recent application in indie games (usually referred to as FKR), it would probably be best to use the actual sources and definitions that the people themselves use. You could google it, or use one of any number of sources such as this one-


Things have changed since Ron Edwards exited the scene, and no community is static. I think people that are making and playing FKR games would prefer that you read their games and play them than just idly speculate as to what the games might be like using terminology many of them don't use.

Your entire section on FK(R) appears to completely miss the current conversation. IMO.
This is always the best way to go. Pick up the games and books published by the people themselves rather than ignoring the people and their games and trying to examine them without actually engaging with them.

#

Some FKR resources if anyone's interested...

The term comes from this post: BE A FKR! | Original D&D Discussion

Note that the term used is Free Kriegspiel Renaissance.








August 15, 2021 – Darkworm Colt





There's a lot more. But that's a fair amount of reading already.
 

My feelings on this are mixed. I tend to like rules-light games, generally speaking. But I can also like complex rules. I think there's a balance...and it's probably different for everyone....where additional complexity is worth it because it adds to the enjoyment. And then there's a point where it's just there. That's all subjective.

What I don't agree with from Ben's video, and with this movement overall, is the idea that the players don't need to know the rules. That's not something I can get behind.
Sure. And that's understandable. The reason behind keeping the rules from the player is that system matters. The players knowing the rules will inevitably lead them to making decisions based on the rules rather other considerations. Your character is scared and would run away, but you the player decide not to because you don't want to eat an opportunity attack, for example. So instead of playing the world (making decisions based on what makes sense in the world), or playing the character (making decisions based on what makes sense for the character), you're playing the rules (making decisions based on what makes sense according to the game's rules). The point of keeping the rules--if there are any--away from the players is to prevent that very thing from happening. That's one meaning behind "play worlds, not rules".
 
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My experience, before even reading about the FKR movement, was that after some time, in an ongoing campaign, game-play tended to "devolve" mostly on conversation and less and less on the actual rules, or procedures.

In one shots, the freeform ad-hoc Gm fiat approach helped to wrap it up before end of session.
I've not had this experience. Maybe it depends on system?

Unless you count this: I ended my second RM campaign with free narration of the denouement, inspired very directly by the "end game" aspect of Paul Czege's Nicotine Girls. But that was expressly an exception to the normal process of play. The PCs had achieved their goals, of trapping the elder evil and bringing the dead god back to life. The narration of the denouement was a back-and-forth conversation about what happened to each PC, based on their interests, capabilities and fictional positioning as established up to that point in the campaign. It wasn't free kriegsspiel - more like conch-passing!

The reason behind keeping the rules from the player is that system matters. The players knowing the rules will inevitably lead them to making decisions based on the rules rather other considerations. Your character is scared and would run away, but you the player decide not to because you don't want to eat an opportunity attack, for example. So instead of playing the world (making decisions based on what makes sense in the world), or playing the character (making decisions based on what makes sense for the character), you're playing the rules (making decisions based on what makes sense according to the game's rules). The point of keeping the rules--if there are any--away from the players is to prevent that very thing from happening. That's one meaning behind "play worlds, not rules".
To me, this speaks of poorly-authored rules.

If players are expected to have their PCs be scared, then the game should produce that result. There are many ways to do that, from morale rules (classic Traveller) to emotional stress rules (MHRP/Cortex+ Heroic) to a system (like a GM-side escalation die) that makes it increasingly dangerous for the PC to not flee a combat they are losing.

If the rules produce fiction that isn't the fiction we want at the table, use different rules!
 

What if asking/talking to the players is part of the GM's decision-making process? If you can assume that the relationship between GM and players is not adversarial, then you don't need to include any mechanics for regulating or gameifying that conversation
What I'm saying is that "gm fiat," doesn't preclude in practice there being a fair amount of conversation at the table. That is, personally, it doesn't really seem inconsistent for an FKR game in practice to include a lot conversation and consensus-seeking while still ultimately letting the GM decide the how to resolve uncertainty. It's just that an FKR game would not include any formal mechanism to include player direction of the narrative (for example, like Resistance rolls in Blades in the Dark where a player can negate a consequence by taking on stress).
I'm not sure what you mean buy a formal mechanism to include player direction of the narrative. In Classic Traveller, a player whose PC is in the appropriate fictional position (eg gun drawn while standing across the room from someone else) can declare I shoot them. And then the rules tell us what throw to make (modified by weapon skill, body armour, etc) and if a hit occurs how to determine the damage dealt, and based on the damage dealt how to tell whether the person who is shot falls unconscious or dies. Is that a formal mechanism to include player direction of the narrative?

I know of two alternatives to rules like this.

One is the conch-passing that @Ovinomancer has referred to upthread.

The other is that everything the players say is mere suggestion, and the GM narrates everything that actually occurs in the fiction based on what they think appropriate/logical.

From what I have read of FKRing, it is a bit unclear whether or not there are supposed to be any rules like the Classic Traveller ones for shooting. I certainly don't see any suggestion about conch-passing. I do see a lot of emphasis on the GM being the one who decides what happens - and no discussion of the idea of table consensus or even hearing the opinions of the players.

If we include hearing the opinions of the players plus rules like the Classic Traveller rules for shooting someone, then Apocalypse World seems to count as a FKR game! Which I don't think is what is intended.

Well, actually the aspect that I find really interesting in FKR is the notion that genres or "worlds" contain an interior logic and their own rules. So a GM in an FKR game would not have to know about the "world" of 19thc. military engagement, but rather the world of their setting and the "rules" of the genre.
As you've probably already worked out, I find this comparison very implausible.

The reason a Prussian officer can master, and apply, the "logic" of military engagements is because those are real events that occur in the real world according to real and (sometimes) knowable causal principles. The world is both a constraint (on the reasonableness and the truth of belief) and a source (of evidence, of belief, of habit and learning). The world of a made up setting, and a genre, don't serve as either constraint or source in anything like the same way.

The Prussian army (as I understand it) learned a lot about the minutiae of artillery deployments between Jena and the Franco-Prussian War. The free kriegsspiel referee has the benefit of all that knowledge: in experience; in training; in whatever charts and tables are available; in the commentary and advice of fellow officers.

Conversely, who would trust one of those 1806 Prussian officers as a referee? Clearly their conception of what might be achieved via manoeuvre and artillery was flawed!, as their defeat shows.

The GM of a RPG is typically neither applying knowledge nor displaying ignorance. They are making things up. It just strikes me as being in a completely different ballpark.
 

@pemerton

As I said, recent Gumshoe and B/X dnd went the freeform route at my table.
After Apocalypse/Dungeon World, a fixed initiative is something I just can’t run anymore, for instance.
In Cthulhian investigations, ditching the rules (or having them under gm-fiat) helped in creating a realistic atmosphere.

In past years, good old WFRP. After decades of play, setting and rules were so familiar, anyone could adjudicate a situation and resorting to checks, or combat procedures, was condidered to bog down the game.
 

@pemerton (again, sorry, mate ;) )

Don't take the prussian connection too seriously, seems like the term came out as a joke against OSR, also sounds like "fucker" .

Traveller looks like a major background for "old" FKR people, 2d6 vs TN, lots of tables, rulings, etc. and various attempts at making it ultralight ruleswise.

Table consensus and discussion is said to play a major role in those tables.

I'm not gonna advocate for something I'm not really a part of, but I have seen its practicality at my table, even if my personal style does not coincide exactly with "theirs" (this is obviously a generalisation).

Their main point being Not engaging with rules, fiddly bits on char sheets, metacurrencies, but instead with diegetic fiction, setting consistency, genre, and the like, while the Gm may use any ruleset she thinks is adequate, as long as doesn't bog down the game.
 

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