Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
5e* - D&D-now
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8524624" data-attributes="member: 82106"><p>I don't know about the 'FKR', but Free Kriegspiel itself has a motive of simple applicability. Since it was an activity centered on modeling the REAL WORLD it was very important that it be possible to do so with great fidelity, and to present situations in an open-ended form. The idea was to give military officers a realistic scenario and let them improvise a response. No simply mechanistic wargame can do that, because they would inevitably have to encode all possible responses into their repertoire of moves, thus negating the whole value of the exercise. It isn't about the value of 'ad-hoc' mappings. It is about the value of open-endedness. There is a referee in these 'games' largely because situations will be encountered that have not been quantified, and thus require objective human adjudication. In FK it is likely to be considered that there is always a 'right' and 'wrong' referee response (adjudication) of a situation, and right is completely judged by its conformance with reality (though obviously judging the quality of a given referee decision may be difficult as it could represent something that has never happened in the real world).</p><p></p><p>In fact, in FK, the referees were classically equipped with a rather thorough handbook of military tables and such which allowed them to determine the outcomes of fairly well-understood situations, like combat between specific units given known parameters. When human factors were involved, then the participants in the game WERE those humans! In some cases there would be 'NPCs' in effect for the ref to deal with.</p><p></p><p>My point is, yes, there is decision-making by the ref in FK, but the entire model of the game is more 'D&D-like' than most story games. There was no such thing as PLAYER AGENDA in an FK! Not aside from 'win the war'. I think it is always best if there is some guidance provided by the system and the agenda/principles in terms of how to do the mappings back and forth, and THEN the GM is there to fall back on some level of judgment. Note that FKs are not generally 'freely scripted' and are definitely not 'player directed' though, not overall!</p><p></p><p>But this brings us to the issue that I was pointing out, which is just how UNCLEAR it is what, fictionally, something like hit points even means! Why doesn't CLW fix a lost hand or eye but it does fix a broken bone? It isn't clear at all, and I'm not really aware of any rules or principles in any edition of D&D which really clarify this. Sure, there may be ad-hoc case-by-case decreed adjudications, but there's no framework they fit in.</p><p></p><p>I would contrast this with a game like 4e where keywords can easily do exactly that (not to say that 4e's use of keywords was always carefully enough policed to 'just work', but it does go a long ways). </p><p></p><p>My stock example is the Flametongue. In classical D&D its entirely ambiguous and arbitrary which monsters it gets +4 against vs +1. 1e DMG literally has a LIST hard-coded! 4e doesn't even have to mention this, as fire vulnerability handles it in a general way, describing the exact mechanical significance of the fire damage type (a type of keyword). I mean, this is a fairly trivial example, but even open-ended situations are at least moved into broad categories instead of designers and DMs needing to literally spell out lists of how everything interacts with everything else!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8524624, member: 82106"] I don't know about the 'FKR', but Free Kriegspiel itself has a motive of simple applicability. Since it was an activity centered on modeling the REAL WORLD it was very important that it be possible to do so with great fidelity, and to present situations in an open-ended form. The idea was to give military officers a realistic scenario and let them improvise a response. No simply mechanistic wargame can do that, because they would inevitably have to encode all possible responses into their repertoire of moves, thus negating the whole value of the exercise. It isn't about the value of 'ad-hoc' mappings. It is about the value of open-endedness. There is a referee in these 'games' largely because situations will be encountered that have not been quantified, and thus require objective human adjudication. In FK it is likely to be considered that there is always a 'right' and 'wrong' referee response (adjudication) of a situation, and right is completely judged by its conformance with reality (though obviously judging the quality of a given referee decision may be difficult as it could represent something that has never happened in the real world). In fact, in FK, the referees were classically equipped with a rather thorough handbook of military tables and such which allowed them to determine the outcomes of fairly well-understood situations, like combat between specific units given known parameters. When human factors were involved, then the participants in the game WERE those humans! In some cases there would be 'NPCs' in effect for the ref to deal with. My point is, yes, there is decision-making by the ref in FK, but the entire model of the game is more 'D&D-like' than most story games. There was no such thing as PLAYER AGENDA in an FK! Not aside from 'win the war'. I think it is always best if there is some guidance provided by the system and the agenda/principles in terms of how to do the mappings back and forth, and THEN the GM is there to fall back on some level of judgment. Note that FKs are not generally 'freely scripted' and are definitely not 'player directed' though, not overall! But this brings us to the issue that I was pointing out, which is just how UNCLEAR it is what, fictionally, something like hit points even means! Why doesn't CLW fix a lost hand or eye but it does fix a broken bone? It isn't clear at all, and I'm not really aware of any rules or principles in any edition of D&D which really clarify this. Sure, there may be ad-hoc case-by-case decreed adjudications, but there's no framework they fit in. I would contrast this with a game like 4e where keywords can easily do exactly that (not to say that 4e's use of keywords was always carefully enough policed to 'just work', but it does go a long ways). My stock example is the Flametongue. In classical D&D its entirely ambiguous and arbitrary which monsters it gets +4 against vs +1. 1e DMG literally has a LIST hard-coded! 4e doesn't even have to mention this, as fire vulnerability handles it in a general way, describing the exact mechanical significance of the fire damage type (a type of keyword). I mean, this is a fairly trivial example, but even open-ended situations are at least moved into broad categories instead of designers and DMs needing to literally spell out lists of how everything interacts with everything else! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e* - D&D-now
Top