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<blockquote data-quote="Malmuria" data-source="post: 8419237" data-attributes="member: 7030755"><p>I don't know...what would you do in that situation? I skimmed the rules...it seems for any action the player declares where they might be uncertainty, the dm and player roll 2d6 and compare results. In terms of players collaborating on building the setting, I suppose our group could rely on whatever knowledge we had about Napoleonic Europe, and maybe it would help if we read some of the referenced novels. Then we would just talk about it and see what's most fun. Might take a page out of a book like The Ground Itself and go around the table building up aspects of the world.</p><p></p><p>I think the result would be, is that you would start with the short Dark Empires pdf, use some combination of historical and literary knowledge, and design some mechanics or subsystems to use on the fly, probably based on prior rpgs people at the table have played. You would forget about half your houserules by the next session, and make it up again? I imagine it would almost be like designing an rpg game together, and what you design would vary from table to table. And maybe it would devolve into an argument! Or maybe there are social dynamics at the table between the players, including players that are shy or want to be polite, that would affect gameplay. That's certainly a risk that other games try to mitigate in one way or another.</p><p></p><p>It will be argued that some of the FKR blogs don't include principles or procedures to ensure that the above conversation happens, or happens in a particular way. I'm not sure I can articulate why that doesn't bother me? I think I try to imagine how the scenario would work with my play group, based on how we already play, and feel confident that we could figure it out.</p><p></p><p>Anyway, I'll again mention that the above is not particular to "FKR" games. The question about whether players can contribute to the setting, for example, would extend to any trad <em>or</em> osr game, where the general answer is 'no' or 'yes, with DM consent.' Similarly, I don't think Dark Empires is very sharply distinguished from an OSR zine. For example, there are games like Whitehack and Maze Rats that include free-form magic systems that basically involve the player naming their spell and the dm and player together deciding what it does. That is, many OSR games already play like some of these proposed FKR games (which maybe makes the FKR label somewhat meaningless in the context of the hobby, but that's separate from how a game plays).</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8419237, member: 7030755"] I don't know...what would you do in that situation? I skimmed the rules...it seems for any action the player declares where they might be uncertainty, the dm and player roll 2d6 and compare results. In terms of players collaborating on building the setting, I suppose our group could rely on whatever knowledge we had about Napoleonic Europe, and maybe it would help if we read some of the referenced novels. Then we would just talk about it and see what's most fun. Might take a page out of a book like The Ground Itself and go around the table building up aspects of the world. I think the result would be, is that you would start with the short Dark Empires pdf, use some combination of historical and literary knowledge, and design some mechanics or subsystems to use on the fly, probably based on prior rpgs people at the table have played. You would forget about half your houserules by the next session, and make it up again? I imagine it would almost be like designing an rpg game together, and what you design would vary from table to table. And maybe it would devolve into an argument! Or maybe there are social dynamics at the table between the players, including players that are shy or want to be polite, that would affect gameplay. That's certainly a risk that other games try to mitigate in one way or another. It will be argued that some of the FKR blogs don't include principles or procedures to ensure that the above conversation happens, or happens in a particular way. I'm not sure I can articulate why that doesn't bother me? I think I try to imagine how the scenario would work with my play group, based on how we already play, and feel confident that we could figure it out. Anyway, I'll again mention that the above is not particular to "FKR" games. The question about whether players can contribute to the setting, for example, would extend to any trad [I]or[/I] osr game, where the general answer is 'no' or 'yes, with DM consent.' Similarly, I don't think Dark Empires is very sharply distinguished from an OSR zine. For example, there are games like Whitehack and Maze Rats that include free-form magic systems that basically involve the player naming their spell and the dm and player together deciding what it does. That is, many OSR games already play like some of these proposed FKR games (which maybe makes the FKR label somewhat meaningless in the context of the hobby, but that's separate from how a game plays). [/QUOTE]
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