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<blockquote data-quote="clearstream" data-source="post: 8398942" data-attributes="member: 71699"><p>Your question has many interesting aspects. I considered answers along a few lines, and ended up feeling it does more work let stand.</p><p></p><p></p><p>I had an idea about why some associate trust with what they dub FK RPG. I believe the mode relies on and benefits from enhanced suspension of disbelief. Under this thesis, the group conspiracy - everyone playing along with decisions - is core to its advantages. I don't personally think of heightened SOD as a matter of more trust, but I can see how they might feel conflated.</p><p></p><p>Where players are uncertain about going along with it, a mutually accepted reference point could be useful. Right? If we were to agree on that, then kind of opposite to the concern you outline, we could expect a set of rules or procedures to be helpful. That need not lessen the amount or value of trust, but perhaps it does lower the bar for that required?</p><p></p><p>It could turn out that those associating FK with trust are casting light on one of the useful jobs done by sets of rules or procedures for a group. When a group of strangers are brought together for play that is permitted to be adversarial, trust between them can be supported by prior agreement to an objective set of rules. I recommend reading official tournament rules for games like Chess (FIDE) or Magic the Gathering to get a sense of that. If you also contemplate the few hundred pages of precise MtG rules you can see the effort needed to banish reliance upon ongoing consensus during play, given that fundamental agreement - to follow the rules - can be secured. I think here too, of neo-trad.</p><p></p><p>With historical FK, the military structure does that same work. "<em>Yes sir!</em>" "<em>A dragon flies as fast as it likes, if you say so, sir!</em>"</p></blockquote><p></p>
[QUOTE="clearstream, post: 8398942, member: 71699"] Your question has many interesting aspects. I considered answers along a few lines, and ended up feeling it does more work let stand. I had an idea about why some associate trust with what they dub FK RPG. I believe the mode relies on and benefits from enhanced suspension of disbelief. Under this thesis, the group conspiracy - everyone playing along with decisions - is core to its advantages. I don't personally think of heightened SOD as a matter of more trust, but I can see how they might feel conflated. Where players are uncertain about going along with it, a mutually accepted reference point could be useful. Right? If we were to agree on that, then kind of opposite to the concern you outline, we could expect a set of rules or procedures to be helpful. That need not lessen the amount or value of trust, but perhaps it does lower the bar for that required? It could turn out that those associating FK with trust are casting light on one of the useful jobs done by sets of rules or procedures for a group. When a group of strangers are brought together for play that is permitted to be adversarial, trust between them can be supported by prior agreement to an objective set of rules. I recommend reading official tournament rules for games like Chess (FIDE) or Magic the Gathering to get a sense of that. If you also contemplate the few hundred pages of precise MtG rules you can see the effort needed to banish reliance upon ongoing consensus during play, given that fundamental agreement - to follow the rules - can be secured. I think here too, of neo-trad. With historical FK, the military structure does that same work. "[I]Yes sir![/I]" "[I]A dragon flies as fast as it likes, if you say so, sir![/I]" [/QUOTE]
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