• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

System matters and free kriegsspiel

"I appreciate what you are saying but I will passively aggressively insult you and your position in a not-so-subtle way that depicts you as a smug, elitist a-hole."

Wow. Okay. That's super insanely obnoxious, Aldarc. I will assume that's not what you meant.

Look, there is a very small group of people making FKR-related games. It's not like they're getting rich off of it, even by the standard of the notoriously-poor hobby.

Do you know why? Well, because look at the entire ethos around it. Go on. What's the advice? That's right- it's all DIY. Find media that you like and run your game.

To the extent that's a handful of rulesystems, they are incredibly lite and list for a few bucks (usually, suggested donations).

But you know what? It seems neat! It's fun! I'm glad that people are out there, experimenting. TBH, I think these things go in cycles, but I'm glad it's there.

Unfortunately, we just can't have nice discussions about this sort of thing because there are individuals who reflexively intervene and attack. Now, given what I've seen you post, and your own experience dealing with that type of thing (4e for example), I would think you would be attuned to that sort of thing. Or maybe not.

If you feel better for "paraphrasing" me in an obnoxious way in order to make yourself feel better, good. I'll let you have the last word.
 

log in or register to remove this ad


Real quick.

I critique (attack, whatever) games that I love/play all the time.

I’m in the process of critiquing Aliens.

Ive critiqued Blades for its lack of Obstacle: Score Difficulty formula (like Torchbearer has or like 4e’s tight Encounter Budgeting).

I can (and have aplenty) put together a more incisive and thorough critique of 4e than any edition warrior could dream of.

I’ve critiqued DW on a number of points (the integration of melee moves with cognitive workspace + gap-closing/creating and multiple opponents/zones being handled by DD rather than a more robust move-set).

I can (and do) critique games I love and play all day long.

I like talking about design and the implications of that design on play priorities and actual play. If someone looks at my efforts here through a cultural warfare lens, that is not on me. I’m not a culture warrior. The reality is that ENWorld has had a particular majority persuasion. I’ve found myself in the minority for my time here so my critiques will inevitably reflect that.

Put me in another sandbox (say, where people are claiming things about Pawn Stance D&D that I disagree with) and you’ll see the abundance of my critiques go another way.
 
Last edited:


I do not think I am better than anyone else. I don't think the games I like are better than the games anyone else likes. I think some games are better at some types of play than others, but I don't put interpersonal drama on some pedestal. I don't think aiming for something that feels like Sons of Anarchy or Altered Carbon is better than aiming for something that feels like Avengers Endgame. At the end of the day I'm just a gym bro software engineer that likes roleplaying games of all pretty much all types. I'm not super big on linear storytelling, but we all have our own biases.

I do not speak for anyone other than myself. I feel like our conversations would be a lot more cordial if we all did so.

My personal issues with the rhetoric surrounding FKR have as much to do with being a fan of games like Pathfinder Second Edition, Infinity, Conan 2d20, Dune 2d20, Chronicles of Darkness, Vampire 5th Edition, Tales From The Loop, FFG Star Wars, and FFG L5R as they do indie games. Niche games no one plays. Right? Stuff like play worlds, not rules and all the rhetoric around trust implicates the way a vast swathe of players play those games as well as 5e. I feel it throws the way I approach 5e under the bus.

I have no issues with minimalism. I applaud stuff like World of Dungeons, Troika, and Into The Odd even if they aren't jam. You can do minimalism without condescension. People take issue with a lot of the early rhetoric of The Forge with good reason. It was not necessary. Neither is this rhetoric.
 

I don't think any of this gets to the player agency issue.

Who gets to frame scenes? Under what constraints?

Who gets to say what happens when a player declares an action for their PC? Under what constraints?


Talking about dice sizes, and opposed checks or target numbers, doesn't touch any of this stuff. Yet this stuff is where all the action is.
From FKR bloggers I've read, an answer would be: the Referee (Gm) "under constraints" from genre, setting, rules, metacurrencies. I guess it really depends on who you ask and what they're playing.

My take is of a malleable playstyle that can fit a variety of tables and games. My approach would be dialled differently if I'd run for storygamers, grognards, enthusiasts, shy people or a mix thereof.
Also the term Referee suggests me to arbitrate new content introduction by players when they are not aligned.

The example upthread from @Manbearcat would be gold at my table: players acting in character, sharing backgrounds info and elaborating on that appropriately enforcing the setting.

"What happens then?" I guess an FKR referee would treat in-character, in-fiction, setting appropriate content for what it is and roll with it, with or without actual roll of dice; but ultimately I can speak only for myself.
 

Cthulhu Dark is a complete and elegant game...but how much of the work is being done simply by the inclusion of the the word "Cthulhu"?
As for the amount of work genre does for Cthulhu Dark -- very little. The system doesn't really care what scenario you put it up against, it will work to generate an answer. If you play a game with CD with NO mythos, it still works
Initially I clicked "Like" for Ovinomancer's post, but then I reread the bit I've quoted and changed it to "Love".

I've run two sessions, one-offs, of Cthuhu Dark. I'm confident I could run more. The only Mythos element I've used is, in one, a shoggoth - and then only as the label for an implied horror that was carried in the hold of a vessel from Scotland to Boston and then from Boston to Newfoundland. The only time the PCs interacted with it was when I described something they couldn't see rushing past them - in my mind, an invisible horror.

In the other game the horror theme was one of mysterious deaths, madness in an asylum, addiction to laudanum ("nerve tonic"), and were-hyenas.

What carries the weight of the horror themes, as I experienced the game, is the Insanity die and associated rating for each character. I haven't tried, but I think the game could be drifted towards Wuthering Heights just by relabelling this the Passion die: and when it reaches 6 instead of going incurably mad, the character comes to a dramatic or tragic end as their passion dictates.

Phrases like "high trust" might be unhelpful if they imply a character flaw. But I'm not claiming that, I'm not sure who is.
I appreciate the appeal of freeform roleplay. I just wish these assumptions were spelled out more clearly. I especially wish the rhetoric surrounding it did not feel the need to appeal to being part of a truer, more ancient tradition. I also really do not like all the rhetoric around trust that seems to imply that the rest of us value game design out of a lack of trust for each other.
Here Campbell picks up on the same thing that I have done in the rhetoric around trust and some of the associated rhetoric.

I would argue (and have been saying) that the loop is like an outline with basic steps that can be expanded upon via resolution mechanics, rules, procedures, worldbuilding/prep, principles/advice, and the somewhat more nebulous play expectations/culture. 5e, which lists the above explicitly as its gameplay loop in the opening pages, follows this up with hundreds of pages of rules which codify how to use dice to resolve uncertainty and outlines specific rules that the dm and player can refer to to help narrate the result of player announcing actions. So I can say, "I would like to stab the guard in the throat," and the rules outline how the dm should handle that declaration (or at least the stabby part; there are no rules for the throat part. Further there are lots of rules for the stabby part, almost no rules for determining how the world reacts, which is then left up to whatever the dm finds reasonable given the situation). So characterizing that gameplay loop as "zero agency" is confusing at best and in bad faith at worst.
To the extent that it's not zero agency, then it's incomplete.

But in fact it's also inaccurate. For instance, suppose that - in a game of 5e - my PC and my friend's PC come to blows. We can use the combat rules to work out what happens next without needing the GM to tell us what happens next. The only difference when it's me vs an Orc rather than me vs my friend is that the GM happens to be the one in charge of the Orc's hit point tally and action declarations.

I guess the alternative to what my previous paragraph asserts is what @overgeeked said upthread, which I took to be that My PC and my friend's PC can't fight one another unless the GM signs off on that shared fiction. In which case we have a dramatic demonstration of how it is a zero payer agency play loop.

Or to look at it from another perspective, here's the "loop" for submitting an essay as a university student and giving your draft novel to your friend to read:

* The writer gives their work to the reader;​
* The reader reads it;​
* The reader tells the writer what they thought of it.​

And so submitting an assignment for examination is just like getting your friend to tell you what they think of your story, yeah? That's such a misleading equivalence that it shows us something has gone wildly wrong in our presentation of the loop: it's missed out that the whole process, and even point, in the university case is governed by a completely different set of standards, expectations and purposes from the case of the friendly critic.

Or, here's the loop for competition chess and competition singles tennis:

* The two players and the umpire take their places in the competition space;​
* The players alternate in performing bodily movements in response to one another;​
* The umpire declares the winner.​

Everything that might explain how those two competitions work is missing from my "loop".

My interest is in how many of those rules, procedures, etc, do you really need?
Do you mean need to use? Do you mean need to adhere to?

Let's take the first.

Rolemaster doesn't really tell us how to play the game? Does it need to? Maybe not - most players extrapolate from prior experience of D&D, plus the implicit logic of the game's presentation, and muddle through.

Classic Traveller's statements of how it is to be played are incomplete and in part contradictory (eg in some places it characterises the referee in the same sorts of "neutral" terms as are found in Moldvay Basic's advice about good dungeon mastering; but in one place it says that the referee has a duty to introduce encounters so as "to further the cause of the adventure being played"). When I first read the Classic Traveller rules, c 1979, I couldn't work out how to play it. When, later, I played it by importing expectations formed from playing D&D and reading some White Dwarf articles, it was a bit of a mediocre experience (character gen was great, but play itself a bit lacklustre). When I came back to it a few years ago with my understanding of Apocalypse World, and also having reread things like that remark about the referee's duty through the lens of both AW and my experience in scene-framed RPGing, I was able to make it work.

So did Classic Traveller "need" better, clearer advice on how to play? I think so, yes.

Let's take the second. Do we need to adhere to rules, principles, etc? I dunno. What sort of experience are you looking for? We're in the realm, here, of hypothetical imperatives, not categorical ones. But I can tell you that I will not play a game that is adjudicated in the fashion implied by @overgeeked's posts in this thread, and by some of what I've read from the FKRers. I've experienced that sort of RPGing, in both club and tournament contexts. And I personally think it's a waste of my time.

I've seen with a game like Cairn, which is 20 pages, mostly random tables, that you can remove an awful lot and still have basically the same play experience (e.g. do you need six ability scores?). Meanwhile some OSR advice argues that players looking at their character sheet or needing to roll dice to determine whether an outcome is successful is a kind of failure state (Maze Rats (12 pages, mostly tables) says that its mechanics are set up so that if you need to roll dice you most likely will fail, so as to avoid players referring to their character sheet).
What are you driving at here? Obviously we don't ned six ability scores. Rolemaster has ten, plus (just as D&D does) various derived and further attributes eg movement rate. Cthulhu Dark has one: Insanity. Plus a freely-chosen occupation descriptor. In HeroQuest revised, a PC has as many descriptors as are needed within the 100-word PC gen limit.

If the game play will all be the GM directly adjudicating fictional positioning unmediated by any dice rolls, then maybe nothing is needed. (What's the PC sheet even for, then?) The play loop for that game might be a stripped-down version of the dungeon crawl loop I posted upthread:

1. The DM describes the environment.
2. The players describe what they want their characters to do.
3. The DM refers to the map and key.
4. The DM extrapolates from the map and key where the PC goes (if moving) and/or what bits of architecture, furniture or similar that the PC discovers and/or touches. If the DM is not clear about what the PC is doing relative to the geography and architecture, the DM might seek clarification from the player.
5. The DM extrapolates the immediate result as faithfully and neutrally as they can.​

Why do we need to pretend the loop is something different? Why do we need the rhetoric of trust, which does no special work in that play loop? And why do we need the language of need? I mean, if you want to play that game then that play loop will give you what you need. If you want to play a different game - eg if I want the sort of experience I have playing Burning Wheel - then I will need a different play loop. As I said, we're in the realm of hypothetical, not categorical, imperatives.
 
Last edited:

From FKR bloggers I've read, an answer would be: the Referee (Gm) "under constraints" from genre, setting, rules, metacurrencies. I guess it really depends on who you ask and what they're playing.

<snip>

Also the term Referee suggests me to arbitrate new content introduction by players when they are not aligned.
That first sentence seems capacious enough to capture Burning Wheel. Is it meant to?

I'm not saying that to be a prick. I'm trying to work out what I'm being told, in this thread and not just by you.

As far as I know I'm the first ENworlder ever to have downloaded and played Cthulhu Dark. For years I was the only one who posted about it. So then when I get told there's this whole RPG movement that is really wonderful, that I don't understand, but that is exemplified by a game like Cthulhu Dark, I get confused. That confusion is only amplified by being told - via rhetorical questions - that I don't need rules like the very ones found in Cthulhu Dark which is supposed to be an exemplar of this thing that says I don't need rules.

It feels to me, reading posts in this thread plus the FKRer material, like a reaction to a certain trend in D&D play and design - roughly, what I regard as the terrible design of 3E which has everything that's bad in a game like RM with almost none of what's good - is being held up as a universally valid demand on RPG play. When for me, at least, 3E D&D and six ability scores is not my baseline for conceiving of a RPG.
 

That first sentence seems capacious enough to capture Burning Wheel. Is it meant to?

I'm not saying that to be a prick. I'm trying to work out what I'm being told, in this thread and not just by you.

As far as I know I'm the first ENworlder ever to have downloaded and played Cthulhu Dark. For years I was the only one who posted about it. So then when I get told there's this whole RPG movement that is really wonderful, that I don't understand, but that is exemplified by a game like Cthulhu Dark, I get confused. That confusion is only amplified by being told - via rhetorical questions - that I don't need rules like the very ones found in Cthulhu Dark which is supposed to be an exemplar of this thing that says I don't need rules.

It feels to me, reading posts in this thread plus the FKRer material, like a reaction to a certain trend in D&D play and design - roughly, what I regard as the terrible design of 3E which has everything that's bad in a game like RM with almost none of what's good - is being held up as a universally valid demand on RPG play. When for me, at least, 3E D&D and six ability scores is not my baseline for conceiving of a RPG.

Well, my friend. I'm just responding politely and honestly to questions you asked quoting me as if they're not rethorical ones. Anyway I appreciate you speaking frankly.

I've read with interest all your play reports of various games, from 4e shenanigans to the Green knight lately. Besides many more advices from you and other forumers, also posting in this thread.

I haven't mentioned issues of trust, nor agency. I'm noy really interested in those arguments at the moment.

In recent years, I found necessary to run my games stripping a growing amount of rules and procedures as I went, toying with them in case, in order to help me manage the fiction and involve players on diegetic choices, narration and content introduction.
(Truth is I"m getting old)

Then I've found out and realized that FKR stuff just resonated and helped me make a further step in my DIY ongoing process.
An example: How to blend rpg and wargames/mass battles without any procedure, fiction first, ad-hoc resolution rolls as the table (or the bloody GM) sees fit.

Regarding your last question, maaaybe Yes, now that I think about it: remember that ultralight Burning Wheel hack I asked your opinion on, lately ;)
No, I actually had in mind an ultralight Star Wars game with a dynamic similar to the Doom pool from Cortex to represent light and dark sides of the Force.
 

If the game play will all be the GM directly adjudicating fictional positioning unmediated by any dice rolls, then maybe nothing is needed. (What's the PC sheet even for, then?) The play loop for that game might be a stripped-down version of the dungeon crawl loop I posted upthread:

1. The DM describes the environment.​
2. The players describe what they want their characters to do.​
3. The DM refers to the map and key.​
4. The DM extrapolates from the map and key where the PC goes (if moving) and/or what bits of architecture, furniture or similar that the PC discovers and/or touches. If the DM is not clear about what the PC is doing relative to the geography and architecture, the DM might seek clarification from the player.​
5. The DM extrapolates the immediate result as faithfully and neutrally as they can.​

Why do we need to pretend the loop is something different? Why do we need the rhetoric of trust, which does no special work in that play loop? And why do we need the language of need?
I'm using need in the conventional sense (In order to play blackjack, you need a deck of cards). As stated above, I'm not committed or invested in the word "trust," as it seems to be interpreted in an implicitly pejorative sense. Anyway in the play loop you articulate, the DM "describes, refers, extrapolates, seeks clarification." Maybe also they adjudicate and narrate. I understand the language of trust to index whatever is available to the DM to perform those actions (mechanics, principles, prep, being a swell person) in a way that is satisfactory to the players.

I mean, if you want to play that game then that play loop will give you what you need.
Agreed!

I've experienced that sort of RPGing, in both club and tournament contexts. And I personally think it's a waste of my time.
so many words to say something so simple!
 

Into the Woods

Remove ads

Top