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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="overgeeked" data-source="post: 9024833" data-attributes="member: 86653"><p>Near as I can tell, the only real difference between a FKR game, an ultralight game, and something like D&D is the <em>perception</em> of reliability. But it's a <em>perception</em>, not a <em>fact</em>. It's an illusion, really. People are used to it, so it's better. Doesn't make it so. </p><p></p><p>In D&D 5E games, you trust the DM to make fair rulings. </p><p></p><p>In FKR games, you trust the referee to make fair rulings.</p><p></p><p>The only difference between the rulings they make, really, is a tiny fraction of more stuff for the FKR referee than the D&D DM. </p><p></p><p>What's the <em>functional</em> difference between: 1) the D&D DM who's permitted to say a task automatically succeeds, automatically fails, or is rolled for...who also gets to set the DC at any number they want and can give dis/advantage, and; 2) the FKR referee who's permitted to say a task automatically succeeds, automatically fails, or is rolled for...who also gets to set the target number at any number they want and can give dis/advantage?</p><p></p><p>Effectively nothing. They're the same picture. </p><p></p><p>What the sticking point is, I think, is that players who reject FKR out of hand want to know: what to expect and what they can do. But, to me, they're holding RPGs by the wrong end.</p><p></p><p>"But the rules tell me what I can do." No, they don't.</p><p></p><p>The rules do not provide the player with an <em>exclusive</em> menu of options they can perform in the game. Characters in RPGs have <em>tactical infinity</em>. They can try anything. And yet...a lot of players treat the game's rules as a video game menu to select options from. Never to even try anything not on the menu. Yawn. RPG mechanics are all about giving <em>suggestions</em> on how to cover common occurrences and situations. Providing mechanical frameworks so the GM <em>doesn't have to think about it and can default to what's provided</em>. They're a starting point, not the finish line.</p><p></p><p>Some GMs and players want more flexibility and they're comfortable with uncertainty. Some aren't. And that's great. Everyone's different and everyone's preferences can be met at different tables, with different games, and different styles.</p><p></p><p>If you know what to expect, it's boring. Not knowing is the exciting part. "But anything could happen!" Exactly. And that's the fun part. If it's not something you like, don't sit down at the table or walk away. It's not hard. </p><p></p><p>But, you know, maybe don't show up in every single thread about it complaining that it's something you don't like. </p><p></p><p>It's okay to let other people like things and talk about things you're not interested in.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9024833, member: 86653"] Near as I can tell, the only real difference between a FKR game, an ultralight game, and something like D&D is the [I]perception[/I] of reliability. But it's a [I]perception[/I], not a [I]fact[/I]. It's an illusion, really. People are used to it, so it's better. Doesn't make it so. In D&D 5E games, you trust the DM to make fair rulings. In FKR games, you trust the referee to make fair rulings. The only difference between the rulings they make, really, is a tiny fraction of more stuff for the FKR referee than the D&D DM. What's the [I]functional[/I] difference between: 1) the D&D DM who's permitted to say a task automatically succeeds, automatically fails, or is rolled for...who also gets to set the DC at any number they want and can give dis/advantage, and; 2) the FKR referee who's permitted to say a task automatically succeeds, automatically fails, or is rolled for...who also gets to set the target number at any number they want and can give dis/advantage? Effectively nothing. They're the same picture. What the sticking point is, I think, is that players who reject FKR out of hand want to know: what to expect and what they can do. But, to me, they're holding RPGs by the wrong end. "But the rules tell me what I can do." No, they don't. The rules do not provide the player with an [I]exclusive[/I] menu of options they can perform in the game. Characters in RPGs have [I]tactical infinity[/I]. They can try anything. And yet...a lot of players treat the game's rules as a video game menu to select options from. Never to even try anything not on the menu. Yawn. RPG mechanics are all about giving [I]suggestions[/I] on how to cover common occurrences and situations. Providing mechanical frameworks so the GM [I]doesn't have to think about it and can default to what's provided[/I]. They're a starting point, not the finish line. Some GMs and players want more flexibility and they're comfortable with uncertainty. Some aren't. And that's great. Everyone's different and everyone's preferences can be met at different tables, with different games, and different styles. If you know what to expect, it's boring. Not knowing is the exciting part. "But anything could happen!" Exactly. And that's the fun part. If it's not something you like, don't sit down at the table or walk away. It's not hard. But, you know, maybe don't show up in every single thread about it complaining that it's something you don't like. It's okay to let other people like things and talk about things you're not interested in. [/QUOTE]
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