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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="clearstream" data-source="post: 8397161" data-attributes="member: 71699"><p>As I said up thread, I find FK an unhelpful misnomer of - let's call them 'freeform' or 'ultralight' RPGs. I can understand that it is tempting to see freeform games as related in some way to FK - especially due to what some have labelled them! - but pursuing a connection is unproductive. Their intents diverge on fundamentals.</p><p></p><p>Of course we can say that both are part of a tradition of wargaming that lead to roleplaying games. FK is somewhere in the ancestry. I simply don't believe that matters. The designers of freeform RPGs that I know - myself included - aren't foremost motivated by reducing RAW. That is really secondary to other objectives. One game I know of was designed around the idea of being able to be played in an airport. Others were inspired by a specific thematic. </p><p></p><p>Rather than say that an important goal of freeform is to reduce the rules count, what I might most say is that rules are really secondary to the goals of freeform. The starting point isn't say to approach 5th edition with a scalpel, it is to feel inspired by some idea, and not feel that a lot of rules are wanted to convey that idea. To get right down to the nub of it.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8397161, member: 71699"] As I said up thread, I find FK an unhelpful misnomer of - let's call them 'freeform' or 'ultralight' RPGs. I can understand that it is tempting to see freeform games as related in some way to FK - especially due to what some have labelled them! - but pursuing a connection is unproductive. Their intents diverge on fundamentals. Of course we can say that both are part of a tradition of wargaming that lead to roleplaying games. FK is somewhere in the ancestry. I simply don't believe that matters. The designers of freeform RPGs that I know - myself included - aren't foremost motivated by reducing RAW. That is really secondary to other objectives. One game I know of was designed around the idea of being able to be played in an airport. Others were inspired by a specific thematic. Rather than say that an important goal of freeform is to reduce the rules count, what I might most say is that rules are really secondary to the goals of freeform. The starting point isn't say to approach 5th edition with a scalpel, it is to feel inspired by some idea, and not feel that a lot of rules are wanted to convey that idea. To get right down to the nub of it. [/QUOTE]
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