overgeeked
Open-World Sandbox
Not RAW. Unless there's an empty 5ft space to move into they cannot move.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.
It's the added context you're putting in that makes the difference. In D&D any two people standing in that 10ft hallway with any intentions at all (friendly, neutral, or hostile) completely block the path. That contradicts reality. Likewise, that a 6ft human with a 16' shoulder span completely fills a 5ft square is kinda contradictory to reality as well. Just saying.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".
Right. So those factors would need to be taken into account. But they're not in games like D&D. The default of system games is to check the game. Then either try to match that to reality or house rule away the contradictions. The FKR approach is start with reality and make any rules as necessary to cover the situation. Smoother, cleaner, and easier. Fewer steps, too. It's only years of playing games and internalizing their systems that hang us up. The rules get in the way of the world.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.
Again, it's not about their skill. According to D&D, medium-sized creatures full occupy a 5ft space and unless the creature is favorably disposed to you, it's literally impossible for you to move into or through their space. The reads to me like someone who's literally never thrown a punch or ever been punched wrote those rules. It's laughably unrealistic.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.
So what? Life isn't consistent. The real world isn't consistent. Things that work on Tuesday don't always work on Wednesday.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.
That's a distinction that doesn't make a difference. FKR play isn't about the player "understanding things fully". That's not part of the style. It's almost the opposite of the style. The point of FKR isn't to be arbitrary and random, rather to model the fiction as well as possible. The character doesn't understand things fully. The player doesn't understand things fully. Things change. Circumstances change. The DM learns more about the fiction. Sticking with a rule made a few sessions ago due to some silly adherence to consistency is anathema to FKR. For example, after the last session the DM read up on climbing and realized they made a mistake. You can either: continue to be wrong but consistent or change the rules and be closer to being right. Just know that you'll never be perfectly right as the DM. And don't expect the DM to be perfectly right as a player and you're golden.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.
So what? We're all human. Even the people who wrote the game systems you want to defer to. They're just people, too. They fail. Sometimes their systems fail. So why open yourself up to someone else's potential failures? What's the payoff? Consistency? Emerson had a quote about that.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.
So instead of talking about it here why not try running or playing an FKR game? Talking to me isn't going to convince you.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.
I'm completely aware. But they want to understand the rules so they can game them.That's a pretty bold assertion. Most players I know actively want to understand the rules.

Annoyingly, Players Like To Optimize The Fun Out Of A Game
Designers should take precautions that encourage players to have a more enjoyable gaming experience and that save gamers from themselves.

For you. For me it was liberating and amazing. The players just did what their characters would do rather than trying to find all the nooks and crannies and cracks in the game system to exploit them.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.
Again, I never played BITD and I've only read a very little of it. I quoted someone else and commented that FKR is the opposite of what I quoted. That wasn't a claim on my part about BITD.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.