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<blockquote data-quote="Aldarc" data-source="post: 8421933" data-attributes="member: 5142"><p>[ATTACH=full]145076[/ATTACH]</p><p></p><p></p><p>I will send my own thoughts about this more directly to you in a PM. I'm a bit worried that a further thought I have is likely too political. But on your other point below... </p><p></p><p></p><p>IMHO, it's a striking use of language in how this FKR post frames rules in terms of 'servant' or 'master.' Compare, for example, this servant/master language with the language that Fate uses to describe its <a href="https://fate-srd.com/fate-core/what-do-during-play#the-silver-rule" target="_blank">Silver Rule</a>: </p><p></p><p>Where is the GM in this process? Notice how much of this entails player consent and agreement without any sort of the harsh master/slave framed language. The rules are not villainized as adversarial to the game or depicted as some sort of tyrant. It's primarily framed in terms of basic fiction-first principles. </p><p></p><p></p><p>I would likely find FKR more compelling if it was a bit more transparent about its assumptions, approaches, and ends. But as you say, a lot of how FKR is framed seems to be about giving the GM more authority. </p><p></p><p></p><p>I suspect that the FKR movement may regard the toggling of "realism" and "genre" as a feature and not a flaw. </p><p></p><p>I suppose my issue is that it would be more difficult for me to "play the world" as a player if I didn't know which aesthetic the GM would prioritize simulating in a given moment: realism or genre. This would be a case where I normally would consult the rules of the game to temper my expectations about the game's tone or sense of aesthetics. </p><p></p><p></p><p>I'm not sure if it's just 3e D&D. I suspect, much like with the OSR community, it's somewhat directed at the shift in approaches and philosophy that is generally marked by WotC-Era D&D. Also, [USER=16586]@Campbell[/USER], noted how a lot of the criticisms and assumptions of FKR kind of threw the vast bulk of TTRPGs, mainstream and indie games alike, under the bus. </p><p></p><p>At this point in the thread, I can't remember everything that has been already discussed. But is there a reason why people in the OSR community are finding OSR dissatisfying in a way that FKR is appealing? What was lacking about OSR? Or is this like a subset of the OSR community trying to out-OSR OSR by trying to go back to the genesis of TTRPGs as inspiration?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8421933, member: 5142"] [ATTACH type="full"]145076[/ATTACH] I will send my own thoughts about this more directly to you in a PM. I'm a bit worried that a further thought I have is likely too political. But on your other point below... IMHO, it's a striking use of language in how this FKR post frames rules in terms of 'servant' or 'master.' Compare, for example, this servant/master language with the language that Fate uses to describe its [URL='https://fate-srd.com/fate-core/what-do-during-play#the-silver-rule']Silver Rule[/URL]: Where is the GM in this process? Notice how much of this entails player consent and agreement without any sort of the harsh master/slave framed language. The rules are not villainized as adversarial to the game or depicted as some sort of tyrant. It's primarily framed in terms of basic fiction-first principles. I would likely find FKR more compelling if it was a bit more transparent about its assumptions, approaches, and ends. But as you say, a lot of how FKR is framed seems to be about giving the GM more authority. I suspect that the FKR movement may regard the toggling of "realism" and "genre" as a feature and not a flaw. I suppose my issue is that it would be more difficult for me to "play the world" as a player if I didn't know which aesthetic the GM would prioritize simulating in a given moment: realism or genre. This would be a case where I normally would consult the rules of the game to temper my expectations about the game's tone or sense of aesthetics. I'm not sure if it's just 3e D&D. I suspect, much like with the OSR community, it's somewhat directed at the shift in approaches and philosophy that is generally marked by WotC-Era D&D. Also, [USER=16586]@Campbell[/USER], noted how a lot of the criticisms and assumptions of FKR kind of threw the vast bulk of TTRPGs, mainstream and indie games alike, under the bus. At this point in the thread, I can't remember everything that has been already discussed. But is there a reason why people in the OSR community are finding OSR dissatisfying in a way that FKR is appealing? What was lacking about OSR? Or is this like a subset of the OSR community trying to out-OSR OSR by trying to go back to the genesis of TTRPGs as inspiration? [/QUOTE]
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