I will admit that I am skeptical with the claim that "FKR uses table-centric design" when it also claims "FKR prioritizes invisible rulebooks over visible rulebooks," especially when in conjunction with the holistic perspective of the GM or players' role in the game. As such, "FKR uses table-centric design" may as well mean that it uses "GM-centric design." They may as well call FKR "the ultimate expression of the Cult of Rule 0 design."
Plus what is really meant by "The rules are the servant, not the master of the game"? From what I can tell, the players are switching one master for another: i.e., the rules for the GM.
An Autocrat is more efficient at governing than a Republic or a Democracy. The laws are kept minimal and are entirely invisible. The citizens should not need to know the laws to immerse themselves in their daily living. The citizens should trust their Autocratic leader to make consistent rulings. It's a high trust system of governance.
This is not to cast aspersions on the DIY attitude of the hobby. I think that DIY is great. But I also don't think that this DIY or "high trust" attitude is somehow fundamentally at odds with the rest of the hobby that FKR seemingly frames as antithetical to its own perspective.
It's interesting how this language of
government vs
individuality keeps finding its way into our discussions of RPGing: authoritarianism, autocracy, democracy, agency, entitlement, etc.(And not just in your post: just upthread in
@chaochou's; and many many other posts and threads over the years.) One the one hand, I think there is a big difference between the two contexts; on the other hand, in RPGing we are talking about a (small) group of people trying to create and achieve something collectively, and so I guess this convergence of words and ideas is no surprise. And it marks a difference from, eg, boardgames, which involve collective activity but not that element of collectively agreeing on something to be created (ie the shared fiction). Once we decide which boardgame to play, we're back in a realm of individual decision-making in accordance with the agreed framework - or if some move in the game requires a vote or a consensus, then we would expect the game rules to specify a procedure. Whereas in RPGing the need to establish and maintain and develop the shared conception of the fiction is there at every moment. (Cue pointing to Vincent Baker on
RPGing as negotiated imagination.)
Having got that of my chest: that language of rules as "servant, not master" has been around for a long time, and my impression of it is as a reaction to 3E D&D. (I don't ever recall seeing it said about RQ or RM, for instance.) It seems in particular to be a reaction to the fact that, in 3E D&D, fictional positioning frequently plays little or even no role in action resolution, at least once the most basic of framing has taken place, be that overt framing -
You meet an angry Orc; cue Diplomancy - or covert framing -
The GM's secret notes record the presence of a trap in the place they've just described; the players declare they check for a trap; cue find trap check followed by a check to disable it.
The unexpressed premise of much of the FKR advocacy I've read appears to be that the only way to recover fictional positioning is to hand most or all resolution authority to the GM. If that premise was revised to
one way rather than
the only way, then I think the rest of it might make a bit more sense.
It's the causal assumption regarding (1) the interaction between realism and rules, (2) that realism should be the "ultimate good" of roleplaying, and (3) giving the DM a lot of authority as the rules is the best way to achieve that. This is again not to mention the final assumption that "a human being is better able to adjudicate a complex situation than an abstract ruleset" or the implication that faster is better.
<snip>
I am curious whether there are two principles that are potentially at odds in this as well: the goal to "increase realism" with "play worlds not rules." Realism and world/genre simulation are not necessarily equivalent. How does one "increase realism" if one were playing the world of Marvel Superheroes?
I find the "worlds not rules" a bit frustrating in the way that it seems to toggle between "genre" and "realism" depending on the current focus of discussion. I think both create easily identifiable risks to "trust": with genre, it's often not clear what the apt outcome is - eg Greg Stafford tells us that character death is typically not important in Prince Valiant play, but he also says that a fall from the highest towers of Camelot will kill anyone. He further treats that outcome as a matter of GM fiat - in Prince Valiant all injury, recovery and death is a matter of GM decision-making, which I guess makes me an ur-FKR!. But his rulebook is full of advice (some better than others) on how to manage conflicts of expectation between players and GM. It does not have the same stridency as the FKR material seems to.
As far as
realism is concerned, I reiterate what I said upthread; the relevant principle, then, should not be player-directed -
trust that your GM is knowledgeable and fair - but rather GM-directed -
be knowledgeable and fair! I like
@Manbearcat's suggestions about how to frame advice for the pooling of table expertise. And I think it may have been earlier in this thread that I talked about pulling out an old copy of the Flash, if that would be necessary to adjudicate super-speed in a DC Heroes game.
I don't think that less rules or more rules necessarily says anything about how much players can do. That seems like a somewhat shallow understanding of rules. It says nothing about the content of the rules, what the rules that are present achieve, or how they go about doing that.
<snip>
I'm also skeptical of the claims of "tactical infinity" depending on the nature of the dice resolution system and the fact that so much of this rests on the whims of the GM, particularly when in conjunction with the underlying play principle that the minimalist design is being done to "increase realism." So the "tactical infinity" seems bound to the GM's idiomatic sense of reality.
Yes on both points. As I said above, I think the FKR critique of rules appears to be directed at one particular ruleset, namely, 3E D&D. There are criticism to be made of (eg) Rolemaster's rules, but a lack of tactical infinity is not one of them. And my question upthread about how to adjudicate a prayer for divine intervention was intended to illustrate that realism (as mediated through the GM's sense of it) does not necessarily provide easy answers to all adjudication questions.