Nothing is ever perfect. Waiting for a perfect example is deciding to dismiss the conversation.
Not at all. I'm engaging in the conversation. But I'm going to challenge some of the assertions.
Add in the sequence of actions to the mix and make it mostly friendly characters taking up space. According to the rules, you can't have characters shuffle positions. Until there's an unoccupied square to move into, a character cannot move into that square. But two people could easily switch spots in the real world. You and I on line at the movies (wearing masks of course). We can switch spots. We don't have to move 5ft out of line, wait while the other steps into the now unoccupied square, and then move into the new unoccupied square. Put two D&D characters into a 5ft wide, 10ft long space, and they're permanently stuck there. One cannot move into the other's square. But we both know 5ft x 10ft is more than enough room for two people to move around each other. Some apartment kitchens are smaller than that. Yet two people can be in the same kitchen moving around each other freely. It might be cramped, sure. But it's physically possible. But not according to D&D. Halflings can move through threatened squares, but not end there. But the DMG has rules for climbing onto other creatures. So apparently our 5ft squares only present when we're on the ground.
You could have one of the two ready an action to swap places with the other on that PCs turn. And while yes, two people can maneuver around each other in a kitchen while cooking, we might look at that differently if the two of them were trying to kill one another.
But that is beside the point. I agree with you that some of the rules in D&D are needlessly complex. Or suffer from a purely game based turn structure being applied to them.
I don't think it's the problem that we're disagreeing about so much as what to do about the problem.
Sure. But why? Why would it need to be that complex? Why have a rule about it at all? Unless you're talking about a square body, bodies don't take up 5ft of space and prevent others from entering that space. The rules contradict reality so we have to make a choice. Which is more important: adherence to nonsensical rules or not contradicting reality? The FKR player / DM would say not contradicting reality or the fiction of the game. Rules be damned.
I think this is likely where we may see the true failing of this FKR approach. I don't think that it's unrealistic at all to assume two people standing in a 10 foot doorway can stop someone from moving through. I'm not saying it would be impossible....but I don't think the idea "contradicts reality".
But, if you said to me anyone can freely move through that space without consequence, I'd say that's a better example of contradicting reality. Still not total contradiction, though....because there's potentially lots of factors at play that would make it more or less likely.
This is why there are rules.
We have something that informs the skill of the two guards, we have something that informs the skill of the person trying to get past them, we may have something about the terrain or surface or other environmental factor. These things affect the chances.
Not sharing them with the players seems more about freeing the GM up to just make stuff up on the spot. Which may be fine....we all do this occasionally. But as an overall default approach it doesn't seem to lend itself to consistency.
I've seen "high-trust" be mentioned a lot and while I understand why it has been, I don't quite see it that way. It's more about "high-acceptance" of the GM's determinations rather than ever understanding things fully as a player.
Right. So since you trust the DM enough to come up with some rules, why not trust the DM to come up with the other rules? I mean, you already trust them enough to not say "rocks fall, everyone dies" so why not trust them to be fair with making the rules. Again, you already trust them to do this?
Because there's no need to put that all on them? The more you put on them, the more that trust is tested, and the more likely they'll fail at some point. Which hey, we all do from time to time no matter what game, but I don't see the need to open it up so much. Especially not for a payoff that I'm not really convinced is of much use.
System doesn't need to be visible. Players want it to be visible. Those are not the same. Besides, "roll 2d6, higher is better; use opposed rolls when appropriate" is perfectly visible and flexible. So why do we need anything more complex than that?
Well, I want rules to be visible as a GM as well. And I didn't say they needed to be....I said a system could be both visible and flexible. So you offered an example of one that is both. So I guess we agree here?
I'm not arguing in favor of complexity.
Sure it is. The drawback with having codified rules in the context of FKR is that the players may get into the habit of engaging the rules rather than the fiction that the rules are meant to represent. But that's not always a problem, and when it is, there are other ways to solve it. And allowing for GM judgment to be used when the rules are either silent on something or else actively create a strange situation is not something unique to FKR. It's present to some degree in just about every RPG I can think of.
Ockham's razor. The simplest solution is the best one. It's simpler to obscure the rules from the players.
That's a pretty bold assertion. Most players I know actively want to understand the rules.
It's also really freeing as a DM. You should try it. You can run whatever rules you want, you don't have to worry about whether the system is popular or not, or whether the players have bought in or could even understand the system...it doesn't even need to exist in a language the players can read. It's infinitely easier to tell the players to roll the appropriate dice when they need to rather than explain the hodgepodge mess of house rules and variants you're using to get the style of game you want to play.
Or find a system that basically achieves this without the need to obscure it from the players? That'd be my preference. And I have played in this way at a few points in my RPG career....we never would have called it FKR, but my group definitely played a few games with as little knowledge on the players' part as possible. It added a little something here and there....uncertainty and similar.....but not enough to justify.
I haven't played or read much of BITD, so I wouldn't know. I do know enough about FKR to say that the opposite is certainly true of the FKR. Play worlds, not rules.
Well, a few of the games on the FKR list that was shared incorporated elements of Blades, so that's interesting. Blades is very much about fiction first, and works in a way that pretty much allows a player to declare any conceivable action for their PC in the same way that FKR seems to want. Then the GM has to use their judgment to determine the level of risk and potential consequences for failure, and then the dice are used to determine success.
So in my opinion, the core mechanic of Blades largely does exactly what FKR sets out to do. But it does so in a way that actively involves the player and is fully transparent to all the participants at the table.
I don't think they're nearly the opposites that you seem to think.