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<blockquote data-quote="Snarf Zagyg" data-source="post: 8424120" data-attributes="member: 7023840"><p>Argh. No. I can't agree with this. You can't pull on one bit and expect to define something you aren't doing, and appear to <em>not want to do.</em></p><p></p><p>Take the instant example- you are keying in on the term "tactical infinity" and then equating to problem solving, and then stating that this must be the same as "skilled play" as in White Plume Mountain. But that is the opposite of what the FKR games in existence will show you!</p><p></p><p>Tactical infinity is about solving problems- but the "problems" can be anything. Here-</p><p></p><p><em>Any tactic. Not the tactic on your character sheet. Not the tactic from your equipment package. Not the tactic associated with being a fighter or a magic-user. Any tactic. You're French fur trappers in the 1700s. How would you solve a problem? You're post-apocalypse water scavengers. How would you solve a problem? You're underpaid interns working in an anthopological lab. How would you solve a problem? The answer to all of these questions is "however it makes sense, given who you are, what the environment suggests, and however the fictional context allows." Now, in any of these situations, the stuff on your meager character sheet, be they keywords or items, certainly inform your choices, but they do not constrain them.</em></p><p></p><p>A "problem" doesn't have to be a trap; it can be any conflict, which includes relationships and emotional connections. Sure, it does have the connotation of something to overcome- but that's usually the point of a game (or even a story). Which is why:</p><p><em></em></p><p><em>Have you read Brideshead Revisited? The Wizard of Earthsea? Foundation and Empire? Any captivating novel, regardless of timeframe, setting, or genre? Well now you can run a full FKR game based on that book.</em></p><p></p><p>Yes, you can use FKR to play <em>Wuthering Heights</em>. And it doesn't mean that there are no rules- for example, maybe you want some sort of hate mechanic! But you start with the fewest possible, and work from there.</p><p></p><p>But in addition to the concept of taking any work or genre and "gamifying" it, you can look at the specific examples (114 of them) on itch- we have:</p><p>Sci-fi games</p><p>Post-apocalyptic rock music</p><p>FKR BiTD</p><p>FKR Troika with BITD mechanics</p><p>A game based on Messerspiel that states, "If you love Messerspeil, Trophy Gold, Blades in the Dark, or Cthulhu Dark ..."</p><p>A game where you are a home appliance </p><p>FKR Star Wars</p><p>FKR Suicide Squad</p><p>A game of sailing and discovery of heritage </p><p>Pokemon</p><p>Fast & Furious </p><p>Play as an insect</p><p>etc.</p><p></p><p>There are OSR variants (including a pacifist version) but it's not accurate to typify this as just "White Plume Mountain" redux. IMO.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8424120, member: 7023840"] Argh. No. I can't agree with this. You can't pull on one bit and expect to define something you aren't doing, and appear to [I]not want to do.[/I] Take the instant example- you are keying in on the term "tactical infinity" and then equating to problem solving, and then stating that this must be the same as "skilled play" as in White Plume Mountain. But that is the opposite of what the FKR games in existence will show you! Tactical infinity is about solving problems- but the "problems" can be anything. Here- [I]Any tactic. Not the tactic on your character sheet. Not the tactic from your equipment package. Not the tactic associated with being a fighter or a magic-user. Any tactic. You're French fur trappers in the 1700s. How would you solve a problem? You're post-apocalypse water scavengers. How would you solve a problem? You're underpaid interns working in an anthopological lab. How would you solve a problem? The answer to all of these questions is "however it makes sense, given who you are, what the environment suggests, and however the fictional context allows." Now, in any of these situations, the stuff on your meager character sheet, be they keywords or items, certainly inform your choices, but they do not constrain them.[/I] A "problem" doesn't have to be a trap; it can be any conflict, which includes relationships and emotional connections. Sure, it does have the connotation of something to overcome- but that's usually the point of a game (or even a story). Which is why: [I] Have you read Brideshead Revisited? The Wizard of Earthsea? Foundation and Empire? Any captivating novel, regardless of timeframe, setting, or genre? Well now you can run a full FKR game based on that book.[/I] Yes, you can use FKR to play [I]Wuthering Heights[/I]. And it doesn't mean that there are no rules- for example, maybe you want some sort of hate mechanic! But you start with the fewest possible, and work from there. But in addition to the concept of taking any work or genre and "gamifying" it, you can look at the specific examples (114 of them) on itch- we have: Sci-fi games Post-apocalyptic rock music FKR BiTD FKR Troika with BITD mechanics A game based on Messerspiel that states, "If you love Messerspeil, Trophy Gold, Blades in the Dark, or Cthulhu Dark ..." A game where you are a home appliance FKR Star Wars FKR Suicide Squad A game of sailing and discovery of heritage Pokemon Fast & Furious Play as an insect etc. There are OSR variants (including a pacifist version) but it's not accurate to typify this as just "White Plume Mountain" redux. IMO. [/QUOTE]
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