System matters and free kriegsspiel

I spend much of my time on ENworld responding to posts that tell me that my RPGing either doesn't exist (because non-GM-driven play is impossible; because it was impossible that anyone might have enjoyed 4e D&D as a fiction-first, "story now" RPG; that Apocalypse World can't be used to play a mystery) or is irrelevant (because it does not turn up on the Roll20 stats or the ICv2 sales charts).

Then I encounter some posts telling me that my RPG life will be changed if only I lean into Cthulhu Dark - a game which as far as I know I was the first on these boards to play and to post about.

I have read a number of FKR blogs, forums etc, and am trying to locate them within the framework of RPGs I'm familiar with. For instance, is Risus a FKR game? I have a version (Risus15) that I downloaded in 2006. It is - as is openly acknowledged - heavily derivative of Over the Edge, though it uses a different (death spiral) framework for conflict resolution (which is actually not too dissimilar to Prince Valiant, although that game is not noted as an influence).

What is not really discussed in Risus, and what I don't see discussed on the FKR blogs, are principles to determine consequence narration and how that then feeds into subsequent framing. (Cthulhu Dark does not really have this either. When I've run it, I use BW-style Intent and Task and Let it Ride.) I don't think attention to these things is especially precious or outrageous.
I don't know! I have neither an encyclopedic knowledge of rpgs nor of your posts to this forum. And, as mentioned, I am not an FKR evangelist, just think that there are some interesting ideas there. So I can try to explain what I find interesting about it and why, but I'm not well positioned to defend it as a 'movement' (because I don't care) nor to really convince anyone else (because...well I guess because I don't care). So for example, I can say these are some things which pique my interest: freeform roleplay, rules light/improvising rules, leaning/immersion into genre and setting. Those things are probably not specific to FKR, but as a non-defender of the "FKR brand," it doesn't bother me and is not a question that I need answered. Neither am I bothered by moments that lack clarity or consistency, because I'm looking for ideas, not a rigorous definition. (I will say the Wuthering Heights game is attractive to me for similar reasons.)

But in terms of what some of these FKR writers would say, this post seems to suggest that "FKR" is more an approach than a type of game. So a game can be "FKR-ified" via a simplification of rules. Again, not defending this position (I have never played half these games), just directing you to a post:
 

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pemerton

Legend
To elaborate on the Congress of Vienna - I think it's very hard to get inside the head of Metternich, or Castlereagh. With regard to the latter, for instance, how does one inhabit the mind of a representative of one of the most liberal states in Europe arguing that political stability depends upon affirming the most reactionary forms of government? And would the freeform play of Castlereagh ever lead to his suicide?

If they are conceived of as representatives of objective interests, rather than as idiosyncratic individuals, perhaps it is easier? Do the idiosyncracies of the individuals matter to the diplomatic oucomes? Maybe not; it's hard to be sure, I think.
 

Campbell

Relaxed Intensity
So I have a massive amount of respect for a number of fairly minimal designs including Lady Blackbird, World of Dungeons, Troika, Into The Odd, and Lasers & Feelings.

This is pretty much the extent of World of Dungeons (it's text is 3 pages including a very minimal character sheet)
ROLLING THE DICE

When you attempt something risky, sum 2d6 and add one of your attribute scores, based on the action you’re taking. (The GM will tell you some of the possible consequences before you roll, so you can decide if it’s worth the risk or if you want to revise your action.) A total of 6 or less is a miss; things don’t go well and the risk turns out badly. A total of 7-9 is a partial success; you do it, but there’s some cost, compromise, retribution, harm, etc. A total of 10 or more is a full success; you do it without complications. And a total of 12 or more is a critical success; you do it perfectly to some extra benefit or advantage. Skills: If you have an applicable skill, you can’t miss. A roll of 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9 result.

THE DIE OF FATE

Sometimes the GM will roll the die of fate to see how the situation is established. Low numbers are ill-fortune, high numbers are good fortune (or at least not misery). The die of fate might be rolled to establish the weather, indicate a random NPC’s general attitude, or to determine if a wandering monster appears. The GM may also roll the die of fate if the PCs take some action for which sheer chance is the only factor in the outcome.
 

pemerton

Legend
I don't know! I have neither an encyclopedic knowledge of rpgs nor of your posts to this forum. And, as mentioned, I am not an FKR evangelist, just think that there are some interesting ideas there. So I can try to explain what I find interesting about it and why, but I'm not well positioned to defend it as a 'movement' (because I don't care) nor to really convince anyone else (because...well I guess because I don't care). So for example, I can say these are some things which pique my interest: freeform roleplay, rules light/improvising rules, leaning/immersion into genre and setting. Those things are probably not specific to FKR, but as a non-defender of the "FKR brand," it doesn't bother me and is not a question that I need answered. Neither am I bothered by moments that lack clarity or consistency, because I'm looking for ideas, not a rigorous definition. (I will say the Wuthering Heights game is attractive to me for similar reasons.)

But in terms of what some of these FKR writers would say, this post seems to suggest that "FKR" is more an approach than a type of game. So a game can be "FKR-ified" via a simplification of rules. Again, not defending this position (I have never played half these games), just directing you to a post:
Do you have actual play you can post about?

Here are two Cthulhu Dark actual play posts, and one for Wuthering Heights (which I know you have seen).

The final line in the first Cthulhu Dark post is this: I don't think there's anything that CoC does that Cthulhu Dark can't do with a much smaller character sheet (name, occupation, and a sanity die in front of you) and a more powerful and flexible system.

To me, that seems consistent with what FKR people say. But maybe I've misunderstood them?
 

So I have a massive amount of respect for a number of fairly minimal designs including Lady Blackbird, World of Dungeons, Troika, Into The Odd, and Lasers & Feelings.

This is pretty much the extent of World of Dungeons (it's text is 3 pages including a very minimal character sheet)
fwiw World of Dungeons and Apocalypse World are games that are referenced quite often (and positively) on the FKR discord
 

pemerton

Legend
So I followed @Malmuria's link and found this: Apocalypse World, powered by ancient rules

Here is the most important bit:

SAVES & COMBAT
The ref assesses your character’s overall ability for any task a hand, then he assigns you a die. This die type ranges from d4 up to d20, with a d8 being solidly average, d4 being really unskilled and d20 being really good, an expert.
Then he assesses the difficulty of the situation and assigns it a die, too.
Roll your die vs. the referee’s die. Higher number wins and gets to determine what happens.​

I think anyone can see that that will produce a vastly different play experience - in terms of content of fiction, pacing, emotional intensity, etc - from AW.

To paraphrase my comment posted just upthead about Cthulhu Dark, I think there is plenty that Apocalypse World is doing that this system would not.
 

overgeeked

B/X Known World
Sure, the previous fiction informs the situation and offers potential outcomes. It doesn’t decide the outcome.
No, but the Referee should use the previously established fiction to inform the newly established fiction.
“Never happen” seems like a bad way to play a game!
Only if you assume that there's a chance to do literally anything at any time, which is a rather bad assumption to make.

I don't treat conversation as mind control. You roleplay through it. If there's no way an NPC would engage or be reasoned with, there's no reason to roll. Like the Joker. Yeah. Never. The Joker will literally never be talked down. Unless it's part of his plan, a ruse or con. You can't talk a tornado down (if you have that as a superpower, yes you could, but last I checked Batman doesn't have reach the unreachable as a superpower). To me, the Joker is a force of nature. There's no talking to him in the sense of persuading him because he's beyond reason. He's cartoon crazy. There's not enough rationality there to reach with a conversation. So yeah, never. Other Referees might, and probably would, rule it differently. But that's where I'd say no.

The Catwoman example would depend entirely on the established fiction and the roleplaying. Does Batman walk up to Catwoman, and the player just throw dice, and declare a result? That wouldn't fly. Do they roleplay through the conversation? What do they say? Is it a line of persuasion that Catwoman would buy? If, as the Referee, I didn't already have an idea of what would or would not work on her, I'd call for a roll. Not in the sense of persuasion as mind control, but rather to determine whether she bought it or not. In that case, me not already knowing how she'd react to the line, that's a great use of opposed rolls. Referee and player both chuck 2d6 and whoever rolls higher wins. If there's a tie, we sort out what a tie would look like in the moment.
We’re not trying to perpetuate a status quo to maintain a profitable IP. We’re trying to play a game and see what happens.
But we're also trying to accurately represent established characters from pop culture. Play to see what happens doesn't mean always roll and allow anything to happen. It means not planning the story. Set up a situation and see how the PCs bounce off it. That doesn't preclude having an idea of what NPCs want or need or what their goals are.
I don’t think it’s a matter of the tension being misplaced. But it all depends on what the fictional positioning is; the point at which the GM says “what do you do?”
I'm more a fan of hard framing scenes. I'd rather cut to the chase and start a scene when something's happening. When there's an interesting choice for the character to make. One of the tools I really like is BitD's flashbacks. Seeing it in print it's such a forehead slappingly obvious and great idea. Like Batman declaring that he's got a toy for that. Of course he does. He's Batman. But that wouldn't really work for Superman. But him taking a few seconds to fly to the Fortress of Solitude to fetch some Kryptonian weapon...sure. Why not?
These all seem like the GM deciding. Why?
Because the default is Referee authority.
No roll required doesn’t sound like a game to me.
Why assume that because these few example wouldn't require a roll that there's no rolls ever in the game? If you perform an action that the Referee can't determine the outcome of based on the fiction and the action would have an interesting outcome whether you succeed or fail, then you roll. You don't need the dice to determine the outcome of every action. It just happens that I think those actions wouldn't need rolls. Batman vs a mook? No roll, auto success. Describe to me how awesome Batman is as he takes out the mook. Batman talking to Joker or Catwoman? Roleplay it out. As above about the Ref determining the outcome, which I have a solid idea of these characters, so wouldn't need to roll. Batman fighting the Joker? Bring out the dice. Batman solving a puzzle by the Riddler? Work through it as much as you can in character and in fiction...and if you're completely stuck, then roll for hints or clues. You may not be able to solve it, but Barman probably could. Batman having a heart-to-heart with Robin? Roleplay it. Batman disarm the timer before the bomb goes off? Roll it. The fiction is primary. Not the rules and not the dice. If it's obvious from the fiction what would happen, don't roll.
This is my area of concern when it comes to not having a known resolution system in place, which the players can rely on.
The resolution system is known. If you have questions about how your Referee is ruling, ask them. If you mean "there's no list of skills or list of DCs to check the Referee's work against," then yeah, no such luck. That's a feature, not a bug.
Maybe the GM thinks something’s a foregone conclusion, but a player thinks there’s a chance one way or the other.
And in that case they can talk it through. But in the end, the Referee's running the game, so their word is final.
For me, that’s what rules and processes are for. So that players can make informed decisions rather than trying to read the GM’s take on things.
You could just ask them. And a lot of this is covered in session 0s. Which version of Batman are we running? Is it Killing Joke or Batman: The Brave and the Bold? The idea is to be as close to the same page as possible to minimize disagreements. But they'll inevitably happen.
Right, this is the actual answer. The fiction cannot decide anything, it can only inform the decision. The GM decides. He decides if something is impossible, or if it’s trivial, or of we need to use dice (or whatever randomization method) to determine the outcome. This isn’t true of all FKR games, I imagine….I saw a couple that didn’t function this way. But it seems a common default.
Yes, it is.
Could we change that to the players deciding? What happens then?
Why would you want to? But sure, you could. And it would likely turn rather quickly into Fiasco. With more dice. The few times we played that it turned immediately into "I cut off your finger." "No you didn't. You can't do that." There's no rules to fall back on and there's no Referee to be the final authority. Without much rules, you need a Referee to be the authority of the fiction. You could always try to go the other way, lots and lots of very precise rules to try to cover everything, but there will inevitably be a disagreement on the interpretation of those rules...and without a Referee to arbitrate, your game's done. Depending on how dug in players get. But I'd rather just play. Someone's the Referee and they run the show. As long as they're not arbitrary and open to questions about their decisions and use the fiction as their guide, it's all good. Let's play.
 

hawkeyefan

Legend
So I followed @Malmuria's link and found this: Apocalypse World, powered by ancient rules

Here is the most important bit:

SAVES & COMBAT
The ref assesses your character’s overall ability for any task a hand, then he assigns you a die. This die type ranges from d4 up to d20, with a d8 being solidly average, d4 being really unskilled and d20 being really good, an expert.​
Then he assesses the difficulty of the situation and assigns it a die, too.​
Roll your die vs. the referee’s die. Higher number wins and gets to determine what happens.​

I think anyone can see that that will produce a vastly different play experience - in terms of content of fiction, pacing, emotional intensity, etc - from AW.

To paraphrase my comment posted just upthead about Cthulhu Dark, I think there is plenty that Apocalypse World is doing that this system would not.

Yeah, that’s my feeling as well. I’m all for a light rules system. But I don’t think that’s necessarily the goal in and of itself. I want the rules and processes of the game to promote the world/genre/themes of the game. I think the rules of Apocalypse World and Blades in the Dark are worthwhile because they do this.

Where as, comparing Call of Cthulhu to Cthulhu Dark, I’m not really convinced that much is added to the experience by having expanded skill lists vs. an occupation, or detailed monster stats vs. a rule that says if you directly oppose them you die.

I think when it comes to rules, for me, the juice has to be worth the squeeze. But there are plenty of games where I think that’s the case. So the idea of stripping everything down to the most basic, and then stuffing a lot of GM authority into the empty spaces just has very little appeal.
 

pemerton

Legend
I think when it comes to rules, for me, the juice has to be worth the squeeze. But there are plenty of games where I think that’s the case. So the idea of stripping everything down to the most basic, and then stuffing a lot of GM authority into the empty spaces just has very little appeal.
I guess for me there's a difference between an idea and an ideal. The idea of a rules-light game that rests heavily on GM adjudication of the fiction is coherent enough. Though I'd be keen to hear a bit more about actual play.

But I don't see that this is any sort of ideal for RPGing. It's just one sort of possibility.
 

pemerton

Legend
I don't treat conversation as mind control.

<snip>

Does Batman walk up to Catwoman, and the player just throw dice, and declare a result? That wouldn't fly.
Who do you think does treat conversation as mind control? On the other hand, it's the only way most people have to influence others, and there's a lot of that going about!

And who do you think is saying that the player can just throw dice and declare a result? That looks like a description (maybe a caricature? I'm not sure) of 3E D&D social resolution. But I don't think there is a single poster in this thread who would use 3E D&D's social resolution framework as an example of anything but bad design.

You roleplay through it. If there's no way an NPC would engage or be reasoned with, there's no reason to roll. Like the Joker. Yeah. Never. The Joker will literally never be talked down. Unless it's part of his plan, a ruse or con.

<snip>

There's no talking to him in the sense of persuading him because he's beyond reason. He's cartoon crazy. There's not enough rationality there to reach with a conversation. So yeah, never. Other Referees might, and probably would, rule it differently. But that's where I'd say no.

<snip>

we're also trying to accurately represent established characters from pop culture. Play to see what happens doesn't mean always roll and allow anything to happen
I just reread the last 4 pages of The Killing Joke, because I had a memory that it involves a conversation between The Joker and The Batman. My memory was correct. I think maybe this is an example of what @hawkeyefan has in mind - how do we work out what The Joker does, in response to Batman's offer to rehabilitate him?

Presumably rehabilitation of supervillains isn't out of the question - Magneto and The Gladiator are the two examples I think of right away - and I don't see The Joker as a priori out of the question in this respect.

I don't think that a roll-based mechanic is the only way to drive character development and change, but it's one obvious one. And I don't think that fidelity to the GM's vision is the only way to accurately represent established characters from pop culture.

Batman talking to Joker or Catwoman? Roleplay it out. As above about the Ref determining the outcome, which I have a solid idea of these characters, so wouldn't need to roll. Batman fighting the Joker? Bring out the dice.

<snip>

The fiction is primary. Not the rules and not the dice. If it's obvious from the fiction what would happen, don't roll.
I'm not sure why we need the dice in the case of a fight. Has The Batman ever lost to The Joker in a round of fisticuffs?

hawkeyefan said:
Could we change that to the players deciding? What happens then?
Why would you want to? But sure, you could. And it would likely turn rather quickly into Fiasco. With more dice. The few times we played that it turned immediately into "I cut off your finger." "No you didn't. You can't do that." There's no rules to fall back on and there's no Referee to be the final authority. Without much rules, you need a Referee to be the authority of the fiction. You could always try to go the other way, lots and lots of very precise rules to try to cover everything, but there will inevitably be a disagreement on the interpretation of those rules...and without a Referee to arbitrate, your game's done.
This isn't really my experience. I've not played Fiasco. But when I've played games that give the players a lot of authority over the fiction (eg my approach to Cthulhu Dark; or most recently my friend and I playing a two-player shared-GM game of Burning Wheel, where each frames the adversity for the other's PC) there hasn't been the sort of problem you're describing.
 

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