Absolutely.I would say the two are compatible though.
Absolutely.I would say the two are compatible though.
Free Kriegspiel is still Kriegspiel! I've been a wargamer and RPGer for almost 50 years now. While I am perfectly happy to say you can call anything whatever you like, so FKR can be whatever you choose to make it, actual Free Kriegspiel differed from the earlier versions only in that it was decided in the Prussian General Staff that highly systematized wargame rules were not realistic enough to train actual officers and that it would thus be better to either ACTUALLY PLAY OUT things, or when that was infeasible (which admittedly is often) to have referees decide. In fact even in Free Kriegspiel in practice the Prussians used a lot of charts and tables and such, as it simply made things go more smoothly and critically it removed excuses that could be made for poor performance (IE "the ref was biased. No he wasn't, he just used chart 12.").You’re conflating a few things. Kriegsspiel is German for war game. Specifically the Prussian war games of the early 19th century, typically with a lot of very complicated rules and no referee. Free Kriegsspiel is the late 19th century movement that arose in response to the convoluted rules of Kriegsspiel and tossed the rules in favor of an experienced officer deciding the outcomes, much like a modern DM often does. Free Kriegsspiel Renaissance is a modern tabletop gaming movement which, much like FK, eschews the rules bloat and focuses on getting back to quick resolution and outcomes.
You mean exactly like a DM can simply make a call on whether an action is possible, impossible, or requires a roll. But not one’s going to confuse D&D with an FKR game.
Also, Story Now isn't about emergent story -- that's a very Classic Culture and OSR Culture thing. That story is whatever you put together after play. Story Now doesn't care about that as its focus or agenda. It fixes on on right now, what pressure/ conflict/ antagonism is happening right now and what are the PCs doing about it?
And?You literally describe the process by which the story is emerging.
I think that’s fair. I would say emphatically so for myself because of the work I’m doing on my homebrew system, which is (more or less) a Process Sim take on Moldvay Basic. There are times when things look superficially similar, but the details and reasoning for them are often quite different. A map, for example, doesn’t obviate the need to travel somewhere. It just removes the need to search for the location to find it again (meaning events still happen as usual along the way). Weather is a force of nature. It may happen while you are traveling or exploring, but it can also happen while you are camping or in town. If it snows for days, the snow accumulates, and that affects your ability to travel and make camp. Stuff like that.The reason why the "why this and not that?" gets thrown around so often (often by me) is because it reveals that the overwhelming percentage of the time its a completely arbitrary line in the sand. Its nearly always an autobiographical footnote about the person rather than a decision driven by evinced principles.
That is a problem if you're going to put forth some iteration of the position "this is gamist nonsense" and/or "this violates internal causality"...and it becomes particularly fraught when you (a) don't like the game that you attribute this to consistently while (b) you like something else that can/should get dinged for the same thing while (c) you can't articulate the litmus test/line in the sand (precisely because it is something you've felt your way through, and brought in all of your biases and tribalism in the process, rather than conscientiously developed a principle-based working model).
But that is just talking about commenters on an internet message board.
When it comes to design? If I'm playing Torchbearer (for instance), there are so many areas where if I'm someone of serious Process Simulationist priorities, I'm getting dinged left and right. The Weather in Adventure and Wilderness phases but never in Camp/Town (oh, so the open market never suffers from a downpour that will close it down...oh, so our uncovered shelter of which we're spending the evening at isn't vulnerable to a downpour...etc) is just one.
* So our rations always go stale when we return to town? Always? At the gates...like clockwork? Uh huh...
* So we're these hypercompetent adventurers that pretty much never fail at our tasks (Fail Forward Success but Condition/Twist rules Test resolution outside of Contests and Conflicts) but the world just aggressively grinds us down? Good god...imagine what it must be like for the layfolks! How does anyone survive to reach puberty in Torchbearer-land to support functioning steadings/villages/etc? This world and the gods utterly hate us!
* Its crazy how having a map suddenly alleviates all possible complications of the Journey/Wilderness! The beasts of the land tend to their burrows and the skies part because I've got this rusty-trusty piece of marked parchment between my grubby fingers!
* It always seems to happen that my Enemy enters stage right or my Family/Friends/Hometown gets put into the crosshairs or I'm put in a situation to fight for or forfeit my Belief/Creed on a "failed" Ask Around or Circles check! Kinda odd that crap I don't care about or that isn't personal to me rarely ever happens!
Its littered with stuff like this which should tick the "gamist nonsense" or “narrative causality” clause. It does it because it was intentfully designed to be a brutal game engine for challenge-based Adventuring first and second and third its intended to be a crucible to find out whether you will fight for your Belief/Creed/Hometown/Friends/Family and forgive/confront your Enemy in a brutally unforgiving imagined space that makes every decision count and brings cowardice/heroism/sacrifice/expeditiousness at great tension via its structure and reward cycle.
There is a level of elision of Simulationist priorities within an intentfully designed game that has to at some point tick the "gamist nonsense" box for folks. But the reality is, after decades and decades of these conversations and the last decade here on ENWorld, its pretty clear to me that Sim priorities + game engine get deeply inventoried, overanalyzed, misapplied (due to something being ignorantly or willfully misconstrued) and vociferously lobbied against to attack this thing I hate...yet simultaneously the opposite for this thing I love!
That violates my sim priorities for functional conversation!
Back to Torchbearer. The reality is, there are many, many, many ways they could have simultaneously (a) actually made the game engine less intricate/complex while making it (b) more internal-causality-gratifying. They're trivial to enumerate. However, everything has a cost. And the cost would have been that (i) the decision-space of every moment of play would have been less consequential and (ii) the overall through line of play would have lost its deep, deep integration which is hell bent on distilling skillful play from unskillful play.
So if the above paragraph is true (and it is), then it becomes a very difficult argument to make that this game was designed upon some meaningful synthesis of Gamist priorities, Simulationist priorities, and Narrativist priorities. To whatever extent simulation exist in this game, it is merely the veneer of it sufficient to actually orient a group of 4 disconnected brains on a shared imagined space. Its not there for high fidelity to internal causality nor is it there to promote some kind of state of deep experiential consistency of actually being in Middarmark (or whatever land your Torchbearer game might be in). Its there to test how skillfully you can play individually and collectively, how your dramatic needs embedded in your character manifest within play, and to reflect upon the skillfulness and evolution of character.
I mean. I'll defer to my 3 players here. @AbdulAlhazred , @kenada , and @niklinna . Do you feel like your experience in our play would ever produce the italicized orientation toward play/experience with play above? You can certainly correct me with I'm wrong, but I'm pretty doubtful! I'm not saying that the experience of play is shallow at all...but whatever visceralness comes from play doesn't derive from the italicized priorities above in my estimation (and it hasn't for any of the groups I've GMed TB in the past either)!
From the 4e PHB, p 258:What do you mean by player-authored quests? I couldn't find any info on it in the DMG, and when I look for info on this online, what comes up is people complaining about 4E making quests much more overtly gamist with things like index cards...
Certainly you can, and it might be useful. My thought was more just that any "culture of play" might have its own internal theoretical framework, explicit or implicit, with GNS being more particular to storygame enthusiasts, in part because of the historical context of their development. Thus that particular idiom (e.g. including terms like gameism) might not be immediately or ever useful to those outside of that play culture (e.g. 5e players).Well, I agree that people are free to apply or not apply whatever intellectual structures they wish to their activities. I certainly am not one to fault someone for not doing a GNS style analysis of their FK! That doesn't mean I cannot apply that framework to it and derive some sort of insights about it. I would further propose that using various such constructs could well elucidate areas where a game could be improved, or at least perhaps explain why it is most suited to particular participants, etc. Those seem like useful goals.
That's quite the statement!TBH I personally cannot even figure out how GDS makes sense in and of itself and have not been able to apply it usefully to any game design or play.
Right. We discussed superhero genre logic in the other thread, and I find it (or at least excessive amount of it) rather jarring, and would have hard time playing a game that relied heavily on it. I would probably quite like a more simulationist superhero game that took the superpowers seriously and explored the consequences in more grounded manner. Like you say, simulation and genre emulation are very different things and can easily be in direct conflict!
It's a throw-away line that a few people have blown into massive proportions.
From 4E DMG, p103.
"Player-Designed Quests. You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!"
That's literally it. The whole thing right there.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.