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<blockquote data-quote="Numidius" data-source="post: 8422386" data-attributes="member: 6972053"><p>Just for your information, there is an explicitly leftist/inclusive FKR Discord server. </p><p></p><p>Play worlds, not rules... doesn't dismiss all published games. Quite the opposite: take those manuals and use them as setting. Play them.</p><p>Use the fluff, of course, maybe even the crunch (as you say) to understand tone, genre, setting "realism", but don't use it as mechanics related to the characters' sheets. </p><p>That's the point. </p><p>Fiction first and only. Even while writing char sheets, noting important stuff in plain language, not numbers (this is big feature of PbtA IMO) </p><p>Mechanics in FKR idea are all Gm-facing, though, and Gm decides when to use'em and eventually tell the player roll this, or that. </p><p></p><p>Discussions in order to be on the same page, about possible outcomes, consequences, risk... I guess that depends on table, playstyles, expectations. </p><p></p><p>More authority to the Gm? Yes, seems true to me. But also more responsability in some ways, rules are not there to take part of that "burden".</p><p>Would I be comfortable with that as a player? Not sure, actually. My previous experience tells me a big No. </p><p>But for me as a Gm is an inspiring drive to dust off the shelves classic rpgs, or buy new ones, and run them light hearted. </p><p></p><p>If players invest effort in setting knowledge, all the better. </p><p></p><p>For my style, strict FKR is still a bit too rigid, by the way. </p><p>My fixation is Players' Agency & Content Introduction; under this light, the term Referee assumes a broader meaning than just Gm decides outcomes, they even arbitrate, discuss, refine, introduction of new content.</p></blockquote><p></p>
[QUOTE="Numidius, post: 8422386, member: 6972053"] Just for your information, there is an explicitly leftist/inclusive FKR Discord server. Play worlds, not rules... doesn't dismiss all published games. Quite the opposite: take those manuals and use them as setting. Play them. Use the fluff, of course, maybe even the crunch (as you say) to understand tone, genre, setting "realism", but don't use it as mechanics related to the characters' sheets. That's the point. Fiction first and only. Even while writing char sheets, noting important stuff in plain language, not numbers (this is big feature of PbtA IMO) Mechanics in FKR idea are all Gm-facing, though, and Gm decides when to use'em and eventually tell the player roll this, or that. Discussions in order to be on the same page, about possible outcomes, consequences, risk... I guess that depends on table, playstyles, expectations. More authority to the Gm? Yes, seems true to me. But also more responsability in some ways, rules are not there to take part of that "burden". Would I be comfortable with that as a player? Not sure, actually. My previous experience tells me a big No. But for me as a Gm is an inspiring drive to dust off the shelves classic rpgs, or buy new ones, and run them light hearted. If players invest effort in setting knowledge, all the better. For my style, strict FKR is still a bit too rigid, by the way. My fixation is Players' Agency & Content Introduction; under this light, the term Referee assumes a broader meaning than just Gm decides outcomes, they even arbitrate, discuss, refine, introduction of new content. [/QUOTE]
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