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System matters and free kriegsspiel
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<blockquote data-quote="pemerton" data-source="post: 8397370" data-attributes="member: 42582"><p>The OP was a statement of some ideas I had prompted by reading some recent posts (especially from [USER=7030755]@Malmuria[/USER]) which contrasted <em>free kriegsspiel </em>with <em>system</em>.</p><p></p><p>You can get my ideas from the OP, but the basic one is that free kriegsspiel is not an <em>alternative </em>to system but a type of system. I think it can be used in RPGing, but - as I try to explain in the OP - the result will be a particular sort of RPG and RPG experience. In terms of RPGs you're familiar with, think a really stripped-back Moldvay Basic: the situation and opposition are already established via the (inviolable) prep; action declarations are made on the premise of <em>brave but oh-too-mortal spelunkers exploring this dungeon</em>; and most if not all of the adjudication is by the GM's direct extrapolation from the fiction.</p><p></p><p>Features of Moldvay Basic that push it away from free kreigsspiel include the regularisation of stats, magical abilities, and perhaps most evidently (because the hardest to hive off from the basic premise of <em>brave but oh-too-mortal spelunkers exploring this dungeon</em>) thieves' skills. (Remember how Luke Crane made a mistake in allowing a non-thief to make a DEX check to move silently, and only retrospectively realised that adjudication clashed with the thief Move Silently rules? That's an example of stipulated mechanics clashing with a free kriegsspiel ethos.)</p><p></p><p>[USER=7030755]@Malmuria[/USER] linked to this blog in another thread: <a href="https://d66kobolds.blogspot.com/2020/09/free-kriegsspiel-worlds-not-rules-etc.html" target="_blank">Free Kriegsspiel: Worlds, Not Rules, Etc.</a></p><p></p><p>Here's the core of that blog, which I think you'll be able to correlate pretty easily with my comparison to a stripped-back Moldvay Basic:</p><p></p><p style="margin-left: 20px">At its heart, FKR suggests that the world is a real place, the players/characters can act in any way which reasonably interacts with the fictional environment, and that narrative concepts reign over and above numbers and abstraction. John Ross sums this up wonderfully with the term "Tactical Infinity":</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>The freedom of the Player Characters to attempt any tactic to solve a problem, subject to the adjudication of the Game Master. </strong></p><p></p><p></p><p>I can't answer that final question, because I'm not quite sure myself. The lead post doesn't mention, and isn't particularly about, any FKR. It's about free kriegsspiel as a system.</p><p></p><p>But in this post you can see what I think some of the connections are between free kriegsspiel and FKR.</p><p></p><p>The blog above links to this game authored by the blogger: <a href="https://d66kobolds.blogspot.com/2020/06/any-planet-is-earth-is-live.html" target="_blank">Any Planet Is Earth is LIVE</a></p><p></p><p>I haven't purchased or read the game, but from the description of it that I've linked to, it seems pretty clear what style of RPG it is. (And doesn't seem especially free kriegsspiel to be honest.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8397370, member: 42582"] The OP was a statement of some ideas I had prompted by reading some recent posts (especially from [USER=7030755]@Malmuria[/USER]) which contrasted [I]free kriegsspiel [/I]with [I]system[/I]. You can get my ideas from the OP, but the basic one is that free kriegsspiel is not an [I]alternative [/I]to system but a type of system. I think it can be used in RPGing, but - as I try to explain in the OP - the result will be a particular sort of RPG and RPG experience. In terms of RPGs you're familiar with, think a really stripped-back Moldvay Basic: the situation and opposition are already established via the (inviolable) prep; action declarations are made on the premise of [I]brave but oh-too-mortal spelunkers exploring this dungeon[/I]; and most if not all of the adjudication is by the GM's direct extrapolation from the fiction. Features of Moldvay Basic that push it away from free kreigsspiel include the regularisation of stats, magical abilities, and perhaps most evidently (because the hardest to hive off from the basic premise of [I]brave but oh-too-mortal spelunkers exploring this dungeon[/I]) thieves' skills. (Remember how Luke Crane made a mistake in allowing a non-thief to make a DEX check to move silently, and only retrospectively realised that adjudication clashed with the thief Move Silently rules? That's an example of stipulated mechanics clashing with a free kriegsspiel ethos.) [USER=7030755]@Malmuria[/USER] linked to this blog in another thread: [URL="https://d66kobolds.blogspot.com/2020/09/free-kriegsspiel-worlds-not-rules-etc.html"]Free Kriegsspiel: Worlds, Not Rules, Etc.[/URL] Here's the core of that blog, which I think you'll be able to correlate pretty easily with my comparison to a stripped-back Moldvay Basic: [INDENT]At its heart, FKR suggests that the world is a real place, the players/characters can act in any way which reasonably interacts with the fictional environment, and that narrative concepts reign over and above numbers and abstraction. John Ross sums this up wonderfully with the term "Tactical Infinity":[/INDENT] [INDENT][/INDENT] [INDENT][B]The freedom of the Player Characters to attempt any tactic to solve a problem, subject to the adjudication of the Game Master. [/B][/INDENT] I can't answer that final question, because I'm not quite sure myself. The lead post doesn't mention, and isn't particularly about, any FKR. It's about free kriegsspiel as a system. But in this post you can see what I think some of the connections are between free kriegsspiel and FKR. The blog above links to this game authored by the blogger: [URL="https://d66kobolds.blogspot.com/2020/06/any-planet-is-earth-is-live.html"]Any Planet Is Earth is LIVE[/URL] I haven't purchased or read the game, but from the description of it that I've linked to, it seems pretty clear what style of RPG it is. (And doesn't seem especially free kriegsspiel to be honest.) [/QUOTE]
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