Let's talk about "plot", "story", and "play to find out."


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They're not sure why, IMO, because it's a preference. People feel good about things they like, and bad about things they don't. But feeling that some rules are "in-your-face" and others aren't is obviously subjective.

Yes but perhaps people can actually stop for a moment and consider these things, no? Sometimes, it may indeed be difficult to explain why we like or dislike something. Other times, though, it’s easy as hell.

Sometimes it takes someone asking about these things to really consider them, and to do so thoughtfully. I know that is often the case with me.

I don't like the term Free form. Every Free form game has system mechanics, principles, agendas and best practices, even if they aren't explicit and formalised.

Yes! Even freeform RP likely has some kind of rules or structure in place. I mean, even if it just defaults to like basic etiquette, that’s still something.

Obviously, as has been stated, what amount people consider to be preferable to them will depend on the person. But what are the reasons? What makes someone feel the way they do?
 

Oddly, or perhaps not, I find FKR as a design idea intensely frustrating. I love a lot of low weight games, but FKR makes me want to kick babies. The first time you're playing a 'modern' game and you know more about subject X that your GM you are quite likely to hit the eject button. IMO anyway, I'll admit to not having experimented with it much as even the idea leaves a bad taste in my mouth.
 

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