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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="EzekielRaiden" data-source="post: 9034067" data-attributes="member: 6790260"><p>I consider them exclusive because, more or less, you wouldn't <em>bother</em> with some of them if others are present, and if you do need to bother, then...I don't really think the previous <em>was</em> present, it just <em>seemed</em> to be because you had never actually run into an issue before. Which is the fundamental instability of #1 (and, to a much lesser extent, #2): "we simply have lucked into never having a conflict" is indistinguishable from "we <em>don't</em> have conflicts, period" up until the moment your luck runs out.</p><p></p><p>As soon as a problem has arisen, you don't have #1 anymore. As soon as "talk it out" fails to produce a resolution, your group has proven it cannot resolve problems at least <em>some</em> of the time purely through discussion, and needs some other backstop. It's a question of where the buck stops, not what can potentially be used at some point ever.</p><p></p><p></p><p>Sure. This is why I take such issue with things like Finch's god-awful <em>Quick Primer for Old School Gaming</em>. Because if you cast the alternative in the worst light possible, and your proposal in the best light possible, you can always get a situation where something sounds absolutely amazing and enchanting. Separately, it also gets at my personal concerns with FKR--that I, personally, think rather a majority of GMs are not actually possessed of the mindset, skills, and knowledge required for effective FKR play...and that, very unfortunately, GMs that really <em>shouldn't</em> do FKR are going to be immensely tempted to do so. It's not that they are <em>bad GMs</em>, in some sort of moral failing or the like; it's just that the requirements for effective GMing in an FKR environment are stringent, and in a world where GMs are always in short supply, a lot of them simply aren't up to the task.</p><p></p><p></p><p>I mean, I would personally say that the actual issue is that <em>there is little to discuss</em>. You are speaking of intuition. Something that cannot, even in principle, be put into words, because it isn't a procedure or a process or a principle. It's a feeling, a reflex, a value (in the ethics sense, not the numbers sense.) How do you explain the difference between "cool" and "warm" colors to the blind? Or the legal definition of obscenity, which has actual Supreme Court opinion using the <em>completely undefinable</em> phrase "I know it when I see it"?</p><p></p><p>You can nibble around the edges by discussing specific case-by-case things, but the whole point of (as you phrase it) "second-order design" is that it <em>isn't designed</em>. By definition, it <em>can't</em> be; it is intentionally <em>not</em> a plan or structure prepared in advance, and instead entirely made of improvisation and <em>ad hoc</em> response. All you can really do is discuss the skills required, maybe some stuff about mindset and framing. Then go over example situations to hope that they will provide useful guidance (or practice, if you ask for responses rather than identifying potential good responses first.)</p><p></p><p>"First-order design" is simply much, much more discussable, because it is, in fact, <em>design</em>. Part of the point of doing first-order design is that it can be communicated, that two totally disconnected groups can achieve comparable, connected experiences because of that ability to communicate it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9034067, member: 6790260"] I consider them exclusive because, more or less, you wouldn't [I]bother[/I] with some of them if others are present, and if you do need to bother, then...I don't really think the previous [I]was[/I] present, it just [I]seemed[/I] to be because you had never actually run into an issue before. Which is the fundamental instability of #1 (and, to a much lesser extent, #2): "we simply have lucked into never having a conflict" is indistinguishable from "we [I]don't[/I] have conflicts, period" up until the moment your luck runs out. As soon as a problem has arisen, you don't have #1 anymore. As soon as "talk it out" fails to produce a resolution, your group has proven it cannot resolve problems at least [I]some[/I] of the time purely through discussion, and needs some other backstop. It's a question of where the buck stops, not what can potentially be used at some point ever. Sure. This is why I take such issue with things like Finch's god-awful [I]Quick Primer for Old School Gaming[/I]. Because if you cast the alternative in the worst light possible, and your proposal in the best light possible, you can always get a situation where something sounds absolutely amazing and enchanting. Separately, it also gets at my personal concerns with FKR--that I, personally, think rather a majority of GMs are not actually possessed of the mindset, skills, and knowledge required for effective FKR play...and that, very unfortunately, GMs that really [I]shouldn't[/I] do FKR are going to be immensely tempted to do so. It's not that they are [I]bad GMs[/I], in some sort of moral failing or the like; it's just that the requirements for effective GMing in an FKR environment are stringent, and in a world where GMs are always in short supply, a lot of them simply aren't up to the task. I mean, I would personally say that the actual issue is that [I]there is little to discuss[/I]. You are speaking of intuition. Something that cannot, even in principle, be put into words, because it isn't a procedure or a process or a principle. It's a feeling, a reflex, a value (in the ethics sense, not the numbers sense.) How do you explain the difference between "cool" and "warm" colors to the blind? Or the legal definition of obscenity, which has actual Supreme Court opinion using the [I]completely undefinable[/I] phrase "I know it when I see it"? You can nibble around the edges by discussing specific case-by-case things, but the whole point of (as you phrase it) "second-order design" is that it [I]isn't designed[/I]. By definition, it [I]can't[/I] be; it is intentionally [I]not[/I] a plan or structure prepared in advance, and instead entirely made of improvisation and [I]ad hoc[/I] response. All you can really do is discuss the skills required, maybe some stuff about mindset and framing. Then go over example situations to hope that they will provide useful guidance (or practice, if you ask for responses rather than identifying potential good responses first.) "First-order design" is simply much, much more discussable, because it is, in fact, [I]design[/I]. Part of the point of doing first-order design is that it can be communicated, that two totally disconnected groups can achieve comparable, connected experiences because of that ability to communicate it. [/QUOTE]
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