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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="darjr" data-source="post: 9097132" data-attributes="member: 52905"><p>[MEDIA=youtube]d4lvrC3ZBzM[/MEDIA]</p><p></p><p>Transcript in the spoiler tag.</p><p></p><p>[spoiler]</p><p>kriegspiel as it was called by its</p><p>prussian inventors had become so complex</p><p>that hardly anybody played it the game</p><p>was originally designed as a training</p><p>tool for young officers but at this</p><p>point finding senior officers with</p><p>battlefield experience willing to put in</p><p>the time to learn the rules and referee</p><p>the game had become nearly impossible</p><p>lieutenant wilhelm jacob meckle was</p><p>dissatisfied with the situation and</p><p>identified a number of problems with the</p><p>game as it stood first of all the rules</p><p>of the game limited the referee a</p><p>referee in creek's bill was expected to</p><p>be an experienced battlefield officer</p><p>whose job was to take the orders sent to</p><p>him by the players and then translate</p><p>that into action on the game battlefield</p><p>however the strictness of the rules of</p><p>the game often prevented them from using</p><p>that real world experience in</p><p>determining the results</p><p>secondly he pointed out that the rules</p><p>of the game could not even in theory</p><p>accurately model the conditions of a</p><p>real battlefield the world is infinitely</p><p>complex and cannot be reduced down to</p><p>just a series of rules players would</p><p>always be trying things that were</p><p>outside of the rules and situations</p><p>would be cropping up that the rules</p><p>didn't cover</p><p>thirdly the detailed calculations that</p><p>the game required were often tedious</p><p>they slowed the game down and they</p><p>didn't make that much of a difference</p><p>anyway occasionally you would run into</p><p>these absurd situations where the</p><p>playing of the creek spiel the war game</p><p>would take longer than fighting the</p><p>actual battle in real life to resolve</p><p>this mecca proposed eliminating most of</p><p>the rules of the game and instead</p><p>relying much more heavily on the</p><p>battlefield experience of the referee</p><p>rather than consulting a lot of charts</p><p>and graphs to resolve a situation the</p><p>referee would examine what was going on</p><p>make a quick ruling based on what they</p><p>thought was the most likely outcome and</p><p>the game would quickly move on from</p><p>there</p><p>so this would make the game a lot faster</p><p>it would make it a lot more accessible</p><p>and hopefully make it more realistic as</p><p>well this form of war gaming became</p><p>known as free kriegspiel as opposed to</p><p>the older version which became known as</p><p>rigid creek spiel all of this is</p><p>relevant to dungeons and dragons because</p><p>there is a similar movement brewing in</p><p>rpg spaces right now it's at times been</p><p>called ancient school role playing or</p><p>arnazonian style based on the play style</p><p>of dave arneson who invented the first</p><p>fantasy role-playing game but more</p><p>recently it's been called free creek</p><p>spill renaissance or free creeks build</p><p>revival in these fkr role-playing games</p><p>immersion and minimalism reign supreme</p><p>so a character sheet can be as simple as</p><p>just a few lines of description plus</p><p>maybe a list of equipment and players</p><p>often don't need to know many or any of</p><p>the rules at all they simply describe</p><p>what they want to do to the dm and the</p><p>dm tells them results using any rules</p><p>that they want to use or perhaps just</p><p>their best judgment you can think of it</p><p>as a kind of fork of the osr but with</p><p>even less of a loyalty to the rules of</p><p>early dungeons and dragons like the osr</p><p>the fkr movement doesn't have one single</p><p>definition but more of a cluster of</p><p>related principles and priorities so one</p><p>of the really big ones is that it</p><p>focuses strongly on encouraging players</p><p>to interact directly with the campaign</p><p>world without the intermediary of rules</p><p>or abilities on your character sheet in</p><p>the way this is one of the reasons why</p><p>players don't need to know much or any</p><p>of the rules the refrain you hear in a</p><p>lot of fkr circles is play worlds not</p><p>rules when david wesley or dave arneson</p><p>were running one of their fantasy</p><p>campaigns in this style they weren't</p><p>running a set of rules they were running</p><p>a place bronstein or blackmore</p><p>respectively if you were a player all</p><p>you had to do was imagine that you were</p><p>there and then act accordingly the fkr</p><p>also frequently encourages diegetic</p><p>character progression so what that would</p><p>mean is that instead of</p><p>character advancement coming from</p><p>abstract experience points it's done in</p><p>a very concrete way so if you want to</p><p>get more powerful you collect more magic</p><p>items you find powerful npcs to ally</p><p>yourself to you build a stronghold you</p><p>get more powerful in the world rather</p><p>than through this you know artificial</p><p>layer put on top of the game you want to</p><p>become more powerful and influential</p><p>then figure out how you would do that in</p><p>the real world and then do that in the</p><p>game now despite its minimalistic</p><p>tendencies and fkr game isn't really</p><p>rules free rather rules are just seen as</p><p>a kind of tool that the dm can take up</p><p>and then set aside when they don't need</p><p>them anymore rather than as a strict set</p><p>of procedures that they have to follow</p><p>it's the game world that's really the</p><p>focus of any campaign opposed 2d6 roles</p><p>are pretty common mostly because those</p><p>dice are just easy to find and there's a</p><p>nice bell curve there but there's no</p><p>necessary reason that you have to use</p><p>that you could easily use a d20 one d6</p><p>you could use a dice pool or really</p><p>whatever you wanted when an uncertain</p><p>situation comes up the game master would</p><p>simply decide what dice are going to be</p><p>used how they're going to be modified</p><p>they would resolve the situation and</p><p>then move on the point is that rules are</p><p>used as the situation calls for them and</p><p>serve the unique needs of that campaign</p><p>and the people playing you could say</p><p>that the fkr uses a table-centric</p><p>philosophy of design you can see the osr</p><p>principle of rulings not rules at work</p><p>here but it's taken even further than</p><p>what you typically see in the osr</p><p>because even osr games often have</p><p>particular procedures that they use</p><p>pretty consistently in certain</p><p>situations whereas in fkr that wouldn't</p><p>necessarily be the case wait but as the</p><p>dm i like having those rules and that</p><p>structure in place running an fkr game</p><p>is not for everybody it simultaneously</p><p>demands far more and far less than what</p><p>you would usually see in a role-playing</p><p>game on the one hand you no longer have</p><p>to master complex rules keep track of</p><p>encounter balance teach players how to</p><p>play or any of that but on the other</p><p>hand you're required to have a strong</p><p>sense of the internal logic of a game</p><p>world you're required to have enough of</p><p>a sense of game design you can improvise</p><p>rules on the fly you got to be able to</p><p>think on your feet to make rulings</p><p>consistently and that's not easy for</p><p>everybody but without printed rules how</p><p>do i know that the gm is playing fair</p><p>fkr is a high trust play style requires</p><p>that everyone at the table trusts the gm</p><p>to be knowledgeable even-handed and</p><p>invested in everyone at the table</p><p>enjoying the game if that's not true for</p><p>the group that you're playing in fkr</p><p>just isn't going to work ah but a game</p><p>with more fully fleshed out well-rounded</p><p>rules makes the world more realistic one</p><p>of the goals of playing in an fkr style</p><p>is to increase realism not decrease it</p><p>as mekel pointed out more than 100 years</p><p>before dundas and dragons no rule system</p><p>can cover a system as complex as a</p><p>complete world so fkr replaces all of</p><p>that with a human being who can make</p><p>judgment calls that match human</p><p>intuition this prevents rules from</p><p>creating absurd situations and it covers</p><p>all the edge cases that rules can't but</p><p>as a player the rules remind me of what</p><p>my character can do and how to do it</p><p>there's a real trade-off here strict</p><p>rules for players allow them to overcome</p><p>challenges using a kind of chess-like</p><p>tactical sense which a lot of people</p><p>really enjoy but fkr just throws that</p><p>out the window by not giving players a</p><p>lot of rules they're forced to engage</p><p>with the world without using the lens of</p><p>their character sheet they have to deal</p><p>with each situation as it is and come up</p><p>with out of the box strategies some</p><p>people really like that some people</p><p>don't in the end the fkr style exists at</p><p>the extreme end of one spectrum and just</p><p>isn't going to be for everybody like</p><p>anything else in rpgs there's going to</p><p>be trade-offs when you adopt one</p><p>approach over another even i don't run</p><p>games in a full fkr style although i</p><p>have adopted some elements of it in my</p><p>games if you're interested in learning</p><p>more about the style of play i would</p><p>check out the free creek spill</p><p>revolution discord channel i'll put a</p><p>link to that in the description below</p><p>they're really friendly and they'll</p><p>answer a lot of questions for you i</p><p>would also check out john peterson's</p><p>masterwork playing at the world if you</p><p>want to learn more about these early</p><p>fantasy campaigns that were played in</p><p>this style i would also check out the</p><p>documentary secrets of blackmore if you</p><p>want to see a lot of interviews with the</p><p>people who played with dave arneson and</p><p>who first experienced this kind of</p><p>fantasy role playing all right everyone</p><p>that's it for today remember to hit the</p><p>like subscribe and bell icons if you</p><p>want to be notified when questing beast</p><p>releases new videos thanks for watching</p><p>and i'll see you next time[/spoiler]</p></blockquote><p></p>
[QUOTE="darjr, post: 9097132, member: 52905"] [MEDIA=youtube]d4lvrC3ZBzM[/MEDIA] Transcript in the spoiler tag. [spoiler] kriegspiel as it was called by its prussian inventors had become so complex that hardly anybody played it the game was originally designed as a training tool for young officers but at this point finding senior officers with battlefield experience willing to put in the time to learn the rules and referee the game had become nearly impossible lieutenant wilhelm jacob meckle was dissatisfied with the situation and identified a number of problems with the game as it stood first of all the rules of the game limited the referee a referee in creek's bill was expected to be an experienced battlefield officer whose job was to take the orders sent to him by the players and then translate that into action on the game battlefield however the strictness of the rules of the game often prevented them from using that real world experience in determining the results secondly he pointed out that the rules of the game could not even in theory accurately model the conditions of a real battlefield the world is infinitely complex and cannot be reduced down to just a series of rules players would always be trying things that were outside of the rules and situations would be cropping up that the rules didn't cover thirdly the detailed calculations that the game required were often tedious they slowed the game down and they didn't make that much of a difference anyway occasionally you would run into these absurd situations where the playing of the creek spiel the war game would take longer than fighting the actual battle in real life to resolve this mecca proposed eliminating most of the rules of the game and instead relying much more heavily on the battlefield experience of the referee rather than consulting a lot of charts and graphs to resolve a situation the referee would examine what was going on make a quick ruling based on what they thought was the most likely outcome and the game would quickly move on from there so this would make the game a lot faster it would make it a lot more accessible and hopefully make it more realistic as well this form of war gaming became known as free kriegspiel as opposed to the older version which became known as rigid creek spiel all of this is relevant to dungeons and dragons because there is a similar movement brewing in rpg spaces right now it's at times been called ancient school role playing or arnazonian style based on the play style of dave arneson who invented the first fantasy role-playing game but more recently it's been called free creek spill renaissance or free creeks build revival in these fkr role-playing games immersion and minimalism reign supreme so a character sheet can be as simple as just a few lines of description plus maybe a list of equipment and players often don't need to know many or any of the rules at all they simply describe what they want to do to the dm and the dm tells them results using any rules that they want to use or perhaps just their best judgment you can think of it as a kind of fork of the osr but with even less of a loyalty to the rules of early dungeons and dragons like the osr the fkr movement doesn't have one single definition but more of a cluster of related principles and priorities so one of the really big ones is that it focuses strongly on encouraging players to interact directly with the campaign world without the intermediary of rules or abilities on your character sheet in the way this is one of the reasons why players don't need to know much or any of the rules the refrain you hear in a lot of fkr circles is play worlds not rules when david wesley or dave arneson were running one of their fantasy campaigns in this style they weren't running a set of rules they were running a place bronstein or blackmore respectively if you were a player all you had to do was imagine that you were there and then act accordingly the fkr also frequently encourages diegetic character progression so what that would mean is that instead of character advancement coming from abstract experience points it's done in a very concrete way so if you want to get more powerful you collect more magic items you find powerful npcs to ally yourself to you build a stronghold you get more powerful in the world rather than through this you know artificial layer put on top of the game you want to become more powerful and influential then figure out how you would do that in the real world and then do that in the game now despite its minimalistic tendencies and fkr game isn't really rules free rather rules are just seen as a kind of tool that the dm can take up and then set aside when they don't need them anymore rather than as a strict set of procedures that they have to follow it's the game world that's really the focus of any campaign opposed 2d6 roles are pretty common mostly because those dice are just easy to find and there's a nice bell curve there but there's no necessary reason that you have to use that you could easily use a d20 one d6 you could use a dice pool or really whatever you wanted when an uncertain situation comes up the game master would simply decide what dice are going to be used how they're going to be modified they would resolve the situation and then move on the point is that rules are used as the situation calls for them and serve the unique needs of that campaign and the people playing you could say that the fkr uses a table-centric philosophy of design you can see the osr principle of rulings not rules at work here but it's taken even further than what you typically see in the osr because even osr games often have particular procedures that they use pretty consistently in certain situations whereas in fkr that wouldn't necessarily be the case wait but as the dm i like having those rules and that structure in place running an fkr game is not for everybody it simultaneously demands far more and far less than what you would usually see in a role-playing game on the one hand you no longer have to master complex rules keep track of encounter balance teach players how to play or any of that but on the other hand you're required to have a strong sense of the internal logic of a game world you're required to have enough of a sense of game design you can improvise rules on the fly you got to be able to think on your feet to make rulings consistently and that's not easy for everybody but without printed rules how do i know that the gm is playing fair fkr is a high trust play style requires that everyone at the table trusts the gm to be knowledgeable even-handed and invested in everyone at the table enjoying the game if that's not true for the group that you're playing in fkr just isn't going to work ah but a game with more fully fleshed out well-rounded rules makes the world more realistic one of the goals of playing in an fkr style is to increase realism not decrease it as mekel pointed out more than 100 years before dundas and dragons no rule system can cover a system as complex as a complete world so fkr replaces all of that with a human being who can make judgment calls that match human intuition this prevents rules from creating absurd situations and it covers all the edge cases that rules can't but as a player the rules remind me of what my character can do and how to do it there's a real trade-off here strict rules for players allow them to overcome challenges using a kind of chess-like tactical sense which a lot of people really enjoy but fkr just throws that out the window by not giving players a lot of rules they're forced to engage with the world without using the lens of their character sheet they have to deal with each situation as it is and come up with out of the box strategies some people really like that some people don't in the end the fkr style exists at the extreme end of one spectrum and just isn't going to be for everybody like anything else in rpgs there's going to be trade-offs when you adopt one approach over another even i don't run games in a full fkr style although i have adopted some elements of it in my games if you're interested in learning more about the style of play i would check out the free creek spill revolution discord channel i'll put a link to that in the description below they're really friendly and they'll answer a lot of questions for you i would also check out john peterson's masterwork playing at the world if you want to learn more about these early fantasy campaigns that were played in this style i would also check out the documentary secrets of blackmore if you want to see a lot of interviews with the people who played with dave arneson and who first experienced this kind of fantasy role playing all right everyone that's it for today remember to hit the like subscribe and bell icons if you want to be notified when questing beast releases new videos thanks for watching and i'll see you next time[/spoiler] [/QUOTE]
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