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*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="overgeeked" data-source="post: 8626102" data-attributes="member: 86653"><p>Sounds rather limited and messy. So I take it DW is the Story Now game? Yeah, that's not for me. I like the lighter and more flexible rules. But RPGs aren't stories. Games that try to force emulating story structure or dramatic whatever are kinda dull to me as they typically utterly fail. Mostly because everyone playing is supposed to have agency.</p><p></p><p>Well, FKR is not an abstract theory. It's a style of play, style of game, and style of DMing.</p><p></p><p>I would disagree with this. It's not hard and fast, it depends. You can sandbox in a familiar setting or a completely new one. If you're focusing on exploration and hexcrawling, then sure. But not all sandboxes are exploration-focused hexcrawls.</p><p></p><p>I don't know enough of the theories to understand half of what you're saying here.</p><p></p><p>Sure. Could be. It all reads as philosophy written by people who don't understand philosophy.</p><p></p><p>My understanding of Free Kriegsspiel Renaissance (FKR) is that it places primacy on the fictional world rather than the rules of any game system. That rules limit and restrict play rather than inform or aid play. Further, the heavier the rules the more they get between the players and the world. So, you remove as much of the rules as possible to get to only what you need. Typically something that fits on 3x5 card or a few short pages. Then, you engage with the world as if it were a real place and play your characters as if they were real people within that world.</p><p></p><p>Whatever that means as far as these theories go...great.</p><p></p><p>The goal is to have fun playing the game by not focusing on the rules and instead focusing on the fictional world.</p><p></p><p>It depends on the iteration. FKR isn't single a game, it's a loose cluster of games, designs, designers, etc.</p><p></p><p>Some can be as simple as: when in conflict where the outcome is uncertain and success or failure would be interesting, make an opposed 2d6 roll. Higher roll wins. Negotiate ties.</p><p></p><p>That's the entire game. Some add on things like damage tracking, armor, defenses, etc. It's very much about getting rid of the cruft and clutter and immersing in the world.</p><p></p><p>The rules about the world, such as they are, typically consist of something like "we're playing Blade Runner with influences from the original novel it's based on, Do Andriods Dream of Electric Sheep. So go watch Blade Runner: Final Cut before we play and read the novel if you have time."</p><p></p><p>That's typically about it. The Referee decides they want to run a game in that world or the group decides they want to play in this world, go engage with it, and that will inform you about the setting and expectations.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8626102, member: 86653"] Sounds rather limited and messy. So I take it DW is the Story Now game? Yeah, that's not for me. I like the lighter and more flexible rules. But RPGs aren't stories. Games that try to force emulating story structure or dramatic whatever are kinda dull to me as they typically utterly fail. Mostly because everyone playing is supposed to have agency. Well, FKR is not an abstract theory. It's a style of play, style of game, and style of DMing. I would disagree with this. It's not hard and fast, it depends. You can sandbox in a familiar setting or a completely new one. If you're focusing on exploration and hexcrawling, then sure. But not all sandboxes are exploration-focused hexcrawls. I don't know enough of the theories to understand half of what you're saying here. Sure. Could be. It all reads as philosophy written by people who don't understand philosophy. My understanding of Free Kriegsspiel Renaissance (FKR) is that it places primacy on the fictional world rather than the rules of any game system. That rules limit and restrict play rather than inform or aid play. Further, the heavier the rules the more they get between the players and the world. So, you remove as much of the rules as possible to get to only what you need. Typically something that fits on 3x5 card or a few short pages. Then, you engage with the world as if it were a real place and play your characters as if they were real people within that world. Whatever that means as far as these theories go...great. The goal is to have fun playing the game by not focusing on the rules and instead focusing on the fictional world. It depends on the iteration. FKR isn't single a game, it's a loose cluster of games, designs, designers, etc. Some can be as simple as: when in conflict where the outcome is uncertain and success or failure would be interesting, make an opposed 2d6 roll. Higher roll wins. Negotiate ties. That's the entire game. Some add on things like damage tracking, armor, defenses, etc. It's very much about getting rid of the cruft and clutter and immersing in the world. The rules about the world, such as they are, typically consist of something like "we're playing Blade Runner with influences from the original novel it's based on, Do Andriods Dream of Electric Sheep. So go watch Blade Runner: Final Cut before we play and read the novel if you have time." That's typically about it. The Referee decides they want to run a game in that world or the group decides they want to play in this world, go engage with it, and that will inform you about the setting and expectations. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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