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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
FKR: How Fewer Rules Can Make D&D Better
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="jmartkdr2" data-source="post: 9024855" data-attributes="member: 7017304"><p>There's a limit here that might not be so obvious: everyone need to already understand the fiction pretty darn well. Especially the referee.</p><p></p><p>In Prussian wargames, the referee was an experienced military officer who had actually fought Austrian and French armies and knew <em>personally</em> what that entailed. For them, most of the questions that come up are not really resolving hypotheticals, they're pulling from experience to remember what had happened the last time they saw this. Sometimes they have to adjust based on new info (the troop's morale in context is very different, so do the break under these circumstances?) but then they're comparing two or more memories, inside of a context of doing this for a living for a decade or more. The players might be cadets without that experience, but they do have years of training. </p><p></p><p>(Plus the referee might fudge a bit for pedagogical reasons but I digress)</p><p></p><p>If I'm playing a Harry Potter game with a bunch of other Potterheads, I don't need or want a lot of rules for magic. We all know the <em>feel</em> of the magic system (which is a soft magic system) so we can just wing it. I'd probably use Fate Accelerated instead of FKR, but that's not a huge difference and if I wanted to play right away we could try FKR-style. </p><p></p><p>But this probably wouldn't work if I wanted to play a game set in the world of L. E. Modesitt Jr.'s <em>Soprano Sorceress</em> series, because I'm probably the only one who's read it, and I can't give you enough information to really get yourself into the heads of the characters in a timely fashion. (Or you know way more music theory than me, also a problem.) To play a game there, it would make much more sense to build out rules for magic for all of us to work from. </p><p></p><p>I would argue that FKR (and any other rules-light setup) requires a "shared understanding of the fiction" - something that well-written rules can provide instead. DnD doesn't require that we all 'get' how magic works in Toril. It simply tells us, in great detail.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9024855, member: 7017304"] There's a limit here that might not be so obvious: everyone need to already understand the fiction pretty darn well. Especially the referee. In Prussian wargames, the referee was an experienced military officer who had actually fought Austrian and French armies and knew [I]personally[/I] what that entailed. For them, most of the questions that come up are not really resolving hypotheticals, they're pulling from experience to remember what had happened the last time they saw this. Sometimes they have to adjust based on new info (the troop's morale in context is very different, so do the break under these circumstances?) but then they're comparing two or more memories, inside of a context of doing this for a living for a decade or more. The players might be cadets without that experience, but they do have years of training. (Plus the referee might fudge a bit for pedagogical reasons but I digress) If I'm playing a Harry Potter game with a bunch of other Potterheads, I don't need or want a lot of rules for magic. We all know the [I]feel[/I] of the magic system (which is a soft magic system) so we can just wing it. I'd probably use Fate Accelerated instead of FKR, but that's not a huge difference and if I wanted to play right away we could try FKR-style. But this probably wouldn't work if I wanted to play a game set in the world of L. E. Modesitt Jr.'s [I]Soprano Sorceress[/I] series, because I'm probably the only one who's read it, and I can't give you enough information to really get yourself into the heads of the characters in a timely fashion. (Or you know way more music theory than me, also a problem.) To play a game there, it would make much more sense to build out rules for magic for all of us to work from. I would argue that FKR (and any other rules-light setup) requires a "shared understanding of the fiction" - something that well-written rules can provide instead. DnD doesn't require that we all 'get' how magic works in Toril. It simply tells us, in great detail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
FKR: How Fewer Rules Can Make D&D Better
Top