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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="clearstream" data-source="post: 9034572" data-attributes="member: 71699"><p>Haha! With my apologies to the OP for a bit of a derail.</p><p></p><p>Back to FKR, for me there's been an interesting cross-pollination of thoughts between this thread and the one about the "why" of rules. On surface, one might imagine that the whys of rules should be inaccessible to FKR, to the extent that it eschews rules. It is with that in mind that I assayed a definition supplying an objective why</p><p></p><p><em>TTRPG rules supersede pre-existing norms and extend beyond them.</em></p><p></p><p>What TTRPG can then take place <em>without </em>rules? How might FKR play have forcefulness and extend beyond the normal, if it does?</p><p></p><p>The tools appear to be canon, principles, unwritten rules and ephemeral mechanics. <strong>Canon </strong>is the imagined truths of the imagined world: these supersede and extend on other truths. <strong>Principles </strong>operate in two ways - if you desire X you ought to do Y, and you ought to desire X and do Y. Both are important. <strong>Unwritten rules</strong> are internalised rather than externalised... connected with second-order design as [USER=7023840]@Snarf Zagyg[/USER] outlined.</p><p></p><p><strong>Ephemeral mechanics</strong> are of particular importance to FKR. This is the case where fragments of a mechanic (a compound rule) are externalised. In one long-running FKR, we all had character sheets listing a consistent set of parameters. <em>Yet there were no written rules using those parameters</em>. The sheets were reminders and concrete parameterisations of our unwritten rules, collectively forming mechanics.</p><p></p><p>[USER=7023840]@Snarf Zagyg[/USER] I felt you might have thoughts on my notion of ephemeral mechanics.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9034572, member: 71699"] Haha! With my apologies to the OP for a bit of a derail. Back to FKR, for me there's been an interesting cross-pollination of thoughts between this thread and the one about the "why" of rules. On surface, one might imagine that the whys of rules should be inaccessible to FKR, to the extent that it eschews rules. It is with that in mind that I assayed a definition supplying an objective why [I]TTRPG rules supersede pre-existing norms and extend beyond them.[/I] What TTRPG can then take place [I]without [/I]rules? How might FKR play have forcefulness and extend beyond the normal, if it does? The tools appear to be canon, principles, unwritten rules and ephemeral mechanics. [B]Canon [/B]is the imagined truths of the imagined world: these supersede and extend on other truths. [B]Principles [/B]operate in two ways - if you desire X you ought to do Y, and you ought to desire X and do Y. Both are important. [B]Unwritten rules[/B] are internalised rather than externalised... connected with second-order design as [USER=7023840]@Snarf Zagyg[/USER] outlined. [B]Ephemeral mechanics[/B] are of particular importance to FKR. This is the case where fragments of a mechanic (a compound rule) are externalised. In one long-running FKR, we all had character sheets listing a consistent set of parameters. [I]Yet there were no written rules using those parameters[/I]. The sheets were reminders and concrete parameterisations of our unwritten rules, collectively forming mechanics. [USER=7023840]@Snarf Zagyg[/USER] I felt you might have thoughts on my notion of ephemeral mechanics. [/QUOTE]
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