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<blockquote data-quote="Snarf Zagyg" data-source="post: 8416582" data-attributes="member: 7023840"><p>I've quoted the relevant portion of the rules to you- the game allows for different modes of play- you can do it a FKR-style, "DM decides" or as a collaborative-style, player-authoring the fiction.</p><p></p><p>I think it is unhelpful to ask if it works "better" one way or the other. Instead, it is more productive to look at what works best for the people you play with.</p><p></p><p>Some people prefer to explore the fiction through the use of "tactical infinity" and players solving problems by engaging the fiction; other prefer to have players in control of some authority and with the ability to have at least some shared control of the fiction. Whatever floats your boat!</p><p></p><p></p><p></p><p>I think you might be misunderstanding two different ideas- I think that there is a preference in FKR for players engaging the fiction, not the rules. That's different that "hiding the ball." Simplified rulesets and "rules lite" means that the players don't have to worry about the rules, and gaming the system. Just the action declarations (for example) that make sense within the fiction.</p><p></p><p>But yes, if you are a fan of "engagement of the rule," then it's probably not the style of game for you. I don't think it's productive to look at simplified rules (such as 'combat kills you dead" in CD or "opposed 2d6 rolls" in DE) and view that as "player-facing rules meant for player engagement." </p><p></p><p>I mean, you could ... you can do anything you want! But I'm just not going to board that train with you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8416582, member: 7023840"] I've quoted the relevant portion of the rules to you- the game allows for different modes of play- you can do it a FKR-style, "DM decides" or as a collaborative-style, player-authoring the fiction. I think it is unhelpful to ask if it works "better" one way or the other. Instead, it is more productive to look at what works best for the people you play with. Some people prefer to explore the fiction through the use of "tactical infinity" and players solving problems by engaging the fiction; other prefer to have players in control of some authority and with the ability to have at least some shared control of the fiction. Whatever floats your boat! I think you might be misunderstanding two different ideas- I think that there is a preference in FKR for players engaging the fiction, not the rules. That's different that "hiding the ball." Simplified rulesets and "rules lite" means that the players don't have to worry about the rules, and gaming the system. Just the action declarations (for example) that make sense within the fiction. But yes, if you are a fan of "engagement of the rule," then it's probably not the style of game for you. I don't think it's productive to look at simplified rules (such as 'combat kills you dead" in CD or "opposed 2d6 rolls" in DE) and view that as "player-facing rules meant for player engagement." I mean, you could ... you can do anything you want! But I'm just not going to board that train with you. ;) [/QUOTE]
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