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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: 9024922" data-attributes="member: 7023840"><p>Maybe. But then you get into the issue of "definitive."</p><p></p><p>The problem with using rules to define the fiction is that the fiction can't be defined by the rules. This is an age-old problem, just like they ran into with Kriegsspiel, and just like people ran into when they were statting up Gandalf, and just like you run into at every single rules-heavy game when there comes an occasion when the rules don't match the fiction - nor could they.</p><p></p><p>Turned around, I would say that the <em>more</em> the game relies on a set of rules, the less it can match any fiction. There is no such thing as a free lunch- rules are great and awesome especially when it comes to providing a <em>shared framework</em>, but rules have their own costs.</p><p></p><p>(Finally, given that I have never seen the rules debates in FKR that I regularly see in D&D and other games, I am not entirely sure that the statement that everyone will be on the same page is true in practice, or if we are simply ignoring issues related to clarity of rules- but that's a different issue).</p><p></p><p>In the end, people like what they like! As I wrote, FKR doesn't do a lot of things well, and if you like (for example) crunchy combat and spellcasting, it's definitely not for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9024922, member: 7023840"] Maybe. But then you get into the issue of "definitive." The problem with using rules to define the fiction is that the fiction can't be defined by the rules. This is an age-old problem, just like they ran into with Kriegsspiel, and just like people ran into when they were statting up Gandalf, and just like you run into at every single rules-heavy game when there comes an occasion when the rules don't match the fiction - nor could they. Turned around, I would say that the [I]more[/I] the game relies on a set of rules, the less it can match any fiction. There is no such thing as a free lunch- rules are great and awesome especially when it comes to providing a [I]shared framework[/I], but rules have their own costs. (Finally, given that I have never seen the rules debates in FKR that I regularly see in D&D and other games, I am not entirely sure that the statement that everyone will be on the same page is true in practice, or if we are simply ignoring issues related to clarity of rules- but that's a different issue). In the end, people like what they like! As I wrote, FKR doesn't do a lot of things well, and if you like (for example) crunchy combat and spellcasting, it's definitely not for you. :) [/QUOTE]
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