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<blockquote data-quote="Malmuria" data-source="post: 8416161" data-attributes="member: 7030755"><p>Going back to that interaction between Mark Diaz Truman and Ben Milton, there was one point where Mark asked how the gm was supposed to disclaim responsibility, because they might both be a fan of the players and want to be true to the fiction. And Ben's response was that, in osr games at least, it doesn't come up, or no one cares. I can see both perspectives in that discussion. I can see the perspective that you need a system that allocates roles and power among all the players, gm included, and allows everyone specific mechanisms for adjudicating uncertainty (and those games don't have to be and are often not really rules heavy). From that perspective the principles of FKR or even osr games might seem "incoherent" because they lack consistency in practice. But I can also see that coherence isn't a necessary goal of everyone playing an rpg, and only want to adhere to a principle inasmuch as "figure it out as you go" is a principle. That is, I'm not sure it would be very worthwhile to play an FKR-style game, and the whole time worrying about whether your game truly follows FKR principles. It's like the law vs chaos of rpg design (I am neutral).</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8416161, member: 7030755"] Going back to that interaction between Mark Diaz Truman and Ben Milton, there was one point where Mark asked how the gm was supposed to disclaim responsibility, because they might both be a fan of the players and want to be true to the fiction. And Ben's response was that, in osr games at least, it doesn't come up, or no one cares. I can see both perspectives in that discussion. I can see the perspective that you need a system that allocates roles and power among all the players, gm included, and allows everyone specific mechanisms for adjudicating uncertainty (and those games don't have to be and are often not really rules heavy). From that perspective the principles of FKR or even osr games might seem "incoherent" because they lack consistency in practice. But I can also see that coherence isn't a necessary goal of everyone playing an rpg, and only want to adhere to a principle inasmuch as "figure it out as you go" is a principle. That is, I'm not sure it would be very worthwhile to play an FKR-style game, and the whole time worrying about whether your game truly follows FKR principles. It's like the law vs chaos of rpg design (I am neutral). [/QUOTE]
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