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System matters and free kriegsspiel
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<blockquote data-quote="Aldarc" data-source="post: 8423046" data-attributes="member: 5142"><p>I think that you've been a good sport throughout this conversation.</p><p></p><p>Again, part of my issue with FKR has to do with the loaded language and presentation of its ideas. And when overgeeked talks about FKR reacting against massively over-complicated rule systems, it makes me scratch my head. That idea becomes even more perplexing when some of this FKR movement is coming out of the OSR movement, where one wouldn't expect to find such systems in the first place. In the wider context of game design in the hobby, FKR feels like it's presenting itself as the solution to a problem that it has invented about the hobby. Some people on Twitter and Reddit almost talk about it as a miracle cure for a mystery ailment that it informs me that I have. Or like an infomercial trying to sell me a novelty product based on a grossly exaggerated hypothetical problem as seen enacted by its actors with day-ruining levels of frustration. Or you know what? That entire conversation in <em>There's Something About Mary</em> about 7 Minute Abs.</p><p></p><p>That said, I get what you are saying in terms of one's direction and personal cycle of gaming. Though when I was at a similar point, I stumbled onto Fate. Again, a lot of its "tactical infinity," for example, is codified in the Create an Advantage action. Aspects are fictional tags that are significant enough to warrant mechanical interaction by the players or GM. It was also more "democratic" in how it distributed authority over authoring fiction.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8423046, member: 5142"] I think that you've been a good sport throughout this conversation. Again, part of my issue with FKR has to do with the loaded language and presentation of its ideas. And when overgeeked talks about FKR reacting against massively over-complicated rule systems, it makes me scratch my head. That idea becomes even more perplexing when some of this FKR movement is coming out of the OSR movement, where one wouldn't expect to find such systems in the first place. In the wider context of game design in the hobby, FKR feels like it's presenting itself as the solution to a problem that it has invented about the hobby. Some people on Twitter and Reddit almost talk about it as a miracle cure for a mystery ailment that it informs me that I have. Or like an infomercial trying to sell me a novelty product based on a grossly exaggerated hypothetical problem as seen enacted by its actors with day-ruining levels of frustration. Or you know what? That entire conversation in [I]There's Something About Mary[/I] about 7 Minute Abs. That said, I get what you are saying in terms of one's direction and personal cycle of gaming. Though when I was at a similar point, I stumbled onto Fate. Again, a lot of its "tactical infinity," for example, is codified in the Create an Advantage action. Aspects are fictional tags that are significant enough to warrant mechanical interaction by the players or GM. It was also more "democratic" in how it distributed authority over authoring fiction. [/QUOTE]
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