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<blockquote data-quote="pemerton" data-source="post: 8423909" data-attributes="member: 42582"><p>This is not plausible even by reference to the FKR resources that have been pointed to and quoted in this thread.</p><p></p><p><em>Tactical</em> infinity already gives us a focus for play: <em>tactics</em>. The notion of <em>problem solving </em>has also turned up. These are well-known ideas in game play in general, and in RPGing in particular. They tell me to expect a game much closer to Tomb of Horrors or White Plume Mountain than (say) Wuthering Heights.</p><p></p><p>Just as one example: when I'm playing a member of the crew of the USS For Example, what do I need to know: my job as a crew member and the technology that I have access to? Or who I'm fighting with and who I'm sleeping with? Which will be more important for dealing with situations that play throws up?</p><p></p><p>Every FKR thing I've read suggests that it will be the former and not the latter; ie that relationships, emotional connections, etc will not be factored into either<em> how situations are framed</em> or <em>how situations are resolved</em>.</p><p></p><p></p><p>To add further to what I've posted above: W<em>ho authors the fiction? What bits of it am I expected to treat as salient? What bits can be ignored?</em></p><p></p><p>Or to come from another angle: <em>Am I expected to lean into technical and tactical challenges as if we were playing a wargame? Or am I expected to lean into tropes and story conventions, relying on the GM to make sure these pay off in resolution?</em></p><p></p><p>Or to get more specific about the hypothesised Star Trek game: <em>how seriously are we expected to take the military chain of command?</em> An interesting feature of Classic Traveller is that its default for play is that characters are retired, freelancing former military personnel and hence the chain of command issue is sidestepped.</p><p></p><p>Or consider Agon 2nd ed: there is a leader of the band of heroes, who has an express function in play, and there is also a mechanic whereby another player can spend a resource to "persuade" the leader ie take over the leader function for one particular episode of play.</p><p></p><p>There are so many things that matter to effective, conflict-free play that are not settled just by being told the setting/premise and what dice we roll to work out if my phaser hits the person I'm shooting at.</p><p></p><p>I think this is a bizarre conclusion. [USER=16586]@Campbell[/USER] plays a wider variety of RPGs - from OSR through PF2 through indie/"story" games through D&D 5e and just about every other label a person might put on a RPG - than any other poster I can think of on these boards.</p><p></p><p>I think it's pretty straightforward to answer the questions he's asking based on a reading of the FKR material. Just that the FKRers themselves don't want to do it - as far as I can tell as one manifestation of a broader "oppositional" orientation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8423909, member: 42582"] This is not plausible even by reference to the FKR resources that have been pointed to and quoted in this thread. [I]Tactical[/I] infinity already gives us a focus for play: [I]tactics[/I]. The notion of [I]problem solving [/I]has also turned up. These are well-known ideas in game play in general, and in RPGing in particular. They tell me to expect a game much closer to Tomb of Horrors or White Plume Mountain than (say) Wuthering Heights. Just as one example: when I'm playing a member of the crew of the USS For Example, what do I need to know: my job as a crew member and the technology that I have access to? Or who I'm fighting with and who I'm sleeping with? Which will be more important for dealing with situations that play throws up? Every FKR thing I've read suggests that it will be the former and not the latter; ie that relationships, emotional connections, etc will not be factored into either[I] how situations are framed[/I] or [I]how situations are resolved[/I]. To add further to what I've posted above: W[I]ho authors the fiction? What bits of it am I expected to treat as salient? What bits can be ignored?[/I] Or to come from another angle: [I]Am I expected to lean into technical and tactical challenges as if we were playing a wargame? Or am I expected to lean into tropes and story conventions, relying on the GM to make sure these pay off in resolution?[/I] Or to get more specific about the hypothesised Star Trek game: [I]how seriously are we expected to take the military chain of command?[/I] An interesting feature of Classic Traveller is that its default for play is that characters are retired, freelancing former military personnel and hence the chain of command issue is sidestepped. Or consider Agon 2nd ed: there is a leader of the band of heroes, who has an express function in play, and there is also a mechanic whereby another player can spend a resource to "persuade" the leader ie take over the leader function for one particular episode of play. There are so many things that matter to effective, conflict-free play that are not settled just by being told the setting/premise and what dice we roll to work out if my phaser hits the person I'm shooting at. I think this is a bizarre conclusion. [USER=16586]@Campbell[/USER] plays a wider variety of RPGs - from OSR through PF2 through indie/"story" games through D&D 5e and just about every other label a person might put on a RPG - than any other poster I can think of on these boards. I think it's pretty straightforward to answer the questions he's asking based on a reading of the FKR material. Just that the FKRers themselves don't want to do it - as far as I can tell as one manifestation of a broader "oppositional" orientation. [/QUOTE]
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