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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9024789" data-attributes="member: 7023840"><p>No worries- look, I get the difficulty in grokking some of the concepts (REALLY!), especially given "FKR" is an umbrella term that encompasses more than a single thing. Again, I will reiterate that it's easier to understand by <em>doing </em>than by <em>thinking about it</em>.</p><p></p><p>That said, and before addressing your specific points, one way that people often can understand FKR concepts even in modern D&D is thinking about the exploration and social pillars- even in games that use a fair amount of skill checks, there is usually some amount of engaging with the fiction absent specific rules- certainly a lot more than in the combat pillar. It might be helpful to think about how you play in those scenarios.</p><p></p><p>Now, the two issues-</p><p>1. Is it hard to play without structure? Well, this gets back to the debate that stated in the 1800s in Germany (Prussia) and we see in a lot of different areas! Sometimes, rules (structure) gets in the way of play- think of the increasingly complex rule sets that we saw in the 1800s ... I mean, Phoenix Command? Other times, rules get in the way of the fiction- you're trying to play the rules, not the fiction. On the other hand, it is true that there are people that will freeze up when confronted with the idea of tactical infinity. </p><p></p><p>That said- the framework is the fiction. </p><p></p><p>2. I was using the Perfected rules as one example- there is no single (or best) method for adjudication in FKR. If you prefer opposed rolls, cool. If you don't, then it can be targets. Do you like d20 or 2d6 or d00? I think that's a nifty way when you have an FKR game with <em>shared narrative authority</em>, but you don't have to use that. </p><p></p><p>3. In the end, I'm not sure it requires people with compatible personalities- but it absolutely requires people to game in good faith (don't be a jerk). Everyone. Personally, I find that to be an absolute prerequisite for all of my gaming ... but I also understand that not everyone is so lucky. I would probably add that FKR might not be an ideal system if you have people in your group that enjoy having disagreements about rules.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9024789, member: 7023840"] No worries- look, I get the difficulty in grokking some of the concepts (REALLY!), especially given "FKR" is an umbrella term that encompasses more than a single thing. Again, I will reiterate that it's easier to understand by [I]doing [/I]than by [I]thinking about it[/I]. That said, and before addressing your specific points, one way that people often can understand FKR concepts even in modern D&D is thinking about the exploration and social pillars- even in games that use a fair amount of skill checks, there is usually some amount of engaging with the fiction absent specific rules- certainly a lot more than in the combat pillar. It might be helpful to think about how you play in those scenarios. Now, the two issues- 1. Is it hard to play without structure? Well, this gets back to the debate that stated in the 1800s in Germany (Prussia) and we see in a lot of different areas! Sometimes, rules (structure) gets in the way of play- think of the increasingly complex rule sets that we saw in the 1800s ... I mean, Phoenix Command? Other times, rules get in the way of the fiction- you're trying to play the rules, not the fiction. On the other hand, it is true that there are people that will freeze up when confronted with the idea of tactical infinity. That said- the framework is the fiction. 2. I was using the Perfected rules as one example- there is no single (or best) method for adjudication in FKR. If you prefer opposed rolls, cool. If you don't, then it can be targets. Do you like d20 or 2d6 or d00? I think that's a nifty way when you have an FKR game with [I]shared narrative authority[/I], but you don't have to use that. 3. In the end, I'm not sure it requires people with compatible personalities- but it absolutely requires people to game in good faith (don't be a jerk). Everyone. Personally, I find that to be an absolute prerequisite for all of my gaming ... but I also understand that not everyone is so lucky. I would probably add that FKR might not be an ideal system if you have people in your group that enjoy having disagreements about rules. [/QUOTE]
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