So what are the overly complicated rule systems that FKR is reacting against?No, the folks here who haven't read or played FKR games are mostly just attacking something they don't understand and wildly misrepresenting it. Or reading it badly.
The FKR is trying to do much the same as the FK back in the day. Take the massively overly complicated rules and bin them in favor of some other benchmark instead. In FK it's the Referee being a trained, experienced military officer and drawing on their experience to adjudicate the probabilities or outcomes. In FKR the Referee defaults to either a) a table-shared sense of genre tropes or realism, or b) the Referee's greater knowledge of genre tropes. Much like Wesley's Braunsteins and Arneson's character getting into a duel.
Given that there are, in fact, numerous other sources that discuss the specific issue of Free Kriegsspiel both in history (and the application to early TTRPGs) and its more recent application in indie games (usually referred to as FKR), it would probably be best to use the actual sources and definitions that the people themselves use. You could google it, or use one of any number of sources such as this one-
I think people that are making and playing FKR games would prefer that you read their games and play them than just idly speculate as to what the games might be like using terminology many of them don't use.
Your entire section on FK(R) appears to completely miss the current conversation. IMO.
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I will send my own thoughts about this more directly to you in a PM. I'm a bit worried that a further thought I have is likely too political. But on your other point below...
IMHO, it's a striking use of language in how this FKR post frames rules in terms of 'servant' or 'master.' Compare, for example, this servant/master language with the language that Fate uses to describe its Silver Rule:
Where is the GM in this process? Notice how much of this entails player consent and agreement without any sort of the harsh master/slave framed language. The rules are not villainized as adversarial to the game or depicted as some sort of tyrant. It's primarily framed in terms of basic fiction-first principles.
I would likely find FKR more compelling if it was a bit more transparent about its assumptions, approaches, and ends. But as you say, a lot of how FKR is framed seems to be about giving the GM more authority.
I suspect that the FKR movement may regard the toggling of "realism" and "genre" as a feature and not a flaw.
I suppose my issue is that it would be more difficult for me to "play the world" as a player if I didn't know which aesthetic the GM would prioritize simulating in a given moment: realism or genre. This would be a case where I normally would consult the rules of the game to temper my expectations about the game's tone or sense of aesthetics.
I'm not sure if it's just 3e D&D. I suspect, much like with the OSR community, it's somewhat directed at the shift in approaches and philosophy that is generally marked by WotC-Era D&D. Also, @Campbell, noted how a lot of the criticisms and assumptions of FKR kind of threw the vast bulk of TTRPGs, mainstream and indie games alike, under the bus.
Other people playing differently and expressing their preferences is not an attack on you or your preferences.Play worlds, not rules certainly feels like it is throwing shade at the value of game design to me. It also seems to be saying that if you are playing games that have rules that affect play or enjoy mechanical engagement you are not interested in the fiction. At least that's what I take away from it, like rules pervert something true and good. It feels disrespectful to the entire field of play that is not FKR to me. It's saying can't you see what a waste all this energy and effort you are putting in is.
Hegel and Kant want to know where you live.What do reasons have to do with rules?
Is Cthuhu Dark a FKR game?No, the folks here who haven't read or played FKR games are mostly just attacking something they don't understand and wildly misrepresenting it. Or reading it badly.
You should read other articles on that site, maybe start with the glossary, to see the context that's set in.So, having now read The Invisible Rulebooks it's clear that by 'invisible rulebook' she does not mean a rulebook, it's more like a guide book (guideline book?) - "Rough Guide to Comedy Westerns" in her example.
The idea is that we each hold in our head ideas about how the world works, and how genre norms operate. For FK to be functional, either the players are happy to follow the GM's lead (which IME IRL is true 98% of the time) or else everyone is already on the same page.
in FK you want the players 'playing the world' not 'playing the rules', just as they shouldn't be 'playing the man'.
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FK was an attempt to harness the trainers' expertise. There was also Semi-Free Kriegsspiel a bit later, which tried to get a 'best of both' and I'd say is the approach of OD&D.
I think FK is therefore best suited to real world, realistic, and hard SF type settings.
no referee is perfect, certainly no referee has perfect information, and for FK play it's important for the referee/GM to set a range of possibilities and roll the dice. This takes off a huge burden, and over time a lot of dice rolls, even if each individual one has skewed probabilities, tends to lead to better & more realistic results than the referee deciding what happens each time. A good referee knows his Clausewitz
Some of what I'm putting in this post is repetition, but as this is a messageboard I hope to be forgiven by my fellow interlocutors!The GM can assign 0 and 100 as probabilities, but he needs to be able to explain why (post-game, if it's a secret in-game, but normally done right away). "OK you send your infantry forward against the machine gun emplacements. They have overlapping fields of fire, artillery support, and barbed wire... your attack fails". But even then I find it's best practice to set a range of failure, eg "Most of your force is cut down in the open or stalls, seeking cover in the shell craters, but on a 6 some of your men do penetrate the enemy dugouts... roll". The FK GM needs to imaginatively consider the range of possible outcomes. It is (very) bad FK practice to decide on just one 'likely' outcome and declare that the result.

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