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<blockquote data-quote="Aldarc" data-source="post: 8397718" data-attributes="member: 5142"><p>My issue reading through the FKR materials is that it feels mostly unidirectional. It feels like it mostly emphasizes the wisdom, fairness, and investment of power and trust in the GM. Discussion of the GM's trust in players seems mostly absent. Discussion of the player's own power seems pretty absent with the exception of removing rules to somehow increase player agency. I don't think that it helps that the article you linked to was written by Ben Milton, who likely has a heavily OSR approach and viewpoint regarding FKR. </p><p></p><p></p><p>Are you trying to describe FKR or games like Fate and Cortex? Because these are similar criticisms that often D&D people lay at the feet of Fate's Aspects or Cortex's Distinctions. Again, these are primarily "fiction first" games. So what exactly about FKR is "high trust" any more than playing Fate?</p><p></p><p></p><p>I'm not sure if your argument is helping, [USER=7023840]@Snarf Zagyg[/USER], because it feels a bit like it is aggrandizing FKR as "higher trust than other games." </p><p></p><p></p><p>"It plays worlds, not rules" feels less like a term or name and more like marketing speak. I'm just not a fan of "marketing speak" when it comes to these things. It doesn't feel accurate. It again feels like a highly romanticized smokescreen for playing the GM, who mediates between the world and the players. Am I really playing the world when it all has to be filtered entirely through the GM? </p><p></p><p>I certainly have criticisms of "story now" as a term too. But I use it because of the lack of viable alternatives and otherwise it becomes a discussion about definitions and terms, which you have also said in another thread is something of a fool's errand. Plus, what is meant by "skilled play" is its own rabbit hole of discussion that has been hashed and rehashed in a number of threads. </p><p></p><p></p><p>You're preaching to a guy writing his dissertation (partially) on Ecclesiastes.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8397718, member: 5142"] My issue reading through the FKR materials is that it feels mostly unidirectional. It feels like it mostly emphasizes the wisdom, fairness, and investment of power and trust in the GM. Discussion of the GM's trust in players seems mostly absent. Discussion of the player's own power seems pretty absent with the exception of removing rules to somehow increase player agency. I don't think that it helps that the article you linked to was written by Ben Milton, who likely has a heavily OSR approach and viewpoint regarding FKR. Are you trying to describe FKR or games like Fate and Cortex? Because these are similar criticisms that often D&D people lay at the feet of Fate's Aspects or Cortex's Distinctions. Again, these are primarily "fiction first" games. So what exactly about FKR is "high trust" any more than playing Fate? I'm not sure if your argument is helping, [USER=7023840]@Snarf Zagyg[/USER], because it feels a bit like it is aggrandizing FKR as "higher trust than other games." "It plays worlds, not rules" feels less like a term or name and more like marketing speak. I'm just not a fan of "marketing speak" when it comes to these things. It doesn't feel accurate. It again feels like a highly romanticized smokescreen for playing the GM, who mediates between the world and the players. Am I really playing the world when it all has to be filtered entirely through the GM? I certainly have criticisms of "story now" as a term too. But I use it because of the lack of viable alternatives and otherwise it becomes a discussion about definitions and terms, which you have also said in another thread is something of a fool's errand. Plus, what is meant by "skilled play" is its own rabbit hole of discussion that has been hashed and rehashed in a number of threads. You're preaching to a guy writing his dissertation (partially) on Ecclesiastes. [/QUOTE]
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