Aldarc
Legend
I will send my own thoughts about this more directly to you in a PM. I'm a bit worried that a further thought I have is likely too political. But on your other point below...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.)
IMHO, it's a striking use of language in how this FKR post frames rules in terms of 'servant' or 'master.' Compare, for example, this servant/master language with the language that Fate uses to describe its Silver Rule: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.
Where is the GM in this process? Notice how much of this entails player consent and agreement without any sort of the harsh master/slave framed language. The rules are not villainized as adversarial to the game or depicted as some sort of tyrant. It's primarily framed in terms of basic fiction-first principles.The Silver Rule
The corollary to the Golden Rule is as follows: Never let the rules get in the way of what makes narrative sense. If you or the players narrate something in the game and it makes sense to apply a certain rule outside of the normal circumstances where you would do so, go ahead and do it.
The most common example of this has to do with consequences. The rules say that by default, a consequence is something a player chooses to take after getting hit by an attack in a conflict.
But say you’re in a scene where a player decides that, as part of trying to intimidate his way past someone, his PC is going to punch through a glass-top table with a bare fist.
Everyone likes the idea and thinks it’s cool, so no one’s interested in what happens if the PC fails the roll. However, everyone agrees that it also makes sense that the PC would injure his hand in the process (which is part of what makes it intimidating).
It’s totally fine to assign a mild consequence of Glass in My Hand in that case, because it fits with the narration, even though there’s no conflict and nothing technically attacked the PC.
As with the Golden Rule, make sure everyone’s on the same page before you do stuff like this.
I would likely find FKR more compelling if it was a bit more transparent about its assumptions, approaches, and ends. But as you say, a lot of how FKR is framed seems to be about giving the GM more authority.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.
I suspect that the FKR movement may regard the toggling of "realism" and "genre" as a feature and not a flaw.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.
I suppose my issue is that it would be more difficult for me to "play the world" as a player if I didn't know which aesthetic the GM would prioritize simulating in a given moment: realism or genre. This would be a case where I normally would consult the rules of the game to temper my expectations about the game's tone or sense of aesthetics.
I'm not sure if it's just 3e D&D. I suspect, much like with the OSR community, it's somewhat directed at the shift in approaches and philosophy that is generally marked by WotC-Era D&D. Also, @Campbell, noted how a lot of the criticisms and assumptions of FKR kind of threw the vast bulk of TTRPGs, mainstream and indie games alike, under the bus.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.
At this point in the thread, I can't remember everything that has been already discussed. But is there a reason why people in the OSR community are finding OSR dissatisfying in a way that FKR is appealing? What was lacking about OSR? Or is this like a subset of the OSR community trying to out-OSR OSR by trying to go back to the genesis of TTRPGs as inspiration?