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<blockquote data-quote="overgeeked" data-source="post: 8424399" data-attributes="member: 86653"><p>It depends entirely on the source fiction, fact, or history. There's no answer to your questions until there's an answer to the question: what world are you playing in? The answer to your questions changes depending on whether you're playing Star Trek, Star Wars, D&D, etc. You're asking about rules. Rules come second. The fiction (aka the source material) comes first.</p><p></p><p>If you find Star Trek compelling, you'll likely find FKR Trek compelling as the whole point of FKR gaming is to emulate the fiction (aka source material) it draws from. Say you're a DS9 fan but dislike TOS. It doesn't matter what system or how well the Referee runs a TOS game if you're not interested.</p><p></p><p>Stop worrying about the rules and just play the world. What would your character do if they were a real person inhabiting this world? Do that. Are you playing a klingon? Then do things a klingon would do. Are you playing a Starfleet officer? Then do things a Starfleet officer would do. </p><p></p><p>It's like explaining Apocalypse World. "But how do I make an attack?" "You just do it." "What?" </p><p></p><p>AW has fiction first mechanics. So does FKR. To do an AW move you need to do something in the fiction to trigger the mechanics. Same here. Roleplay. When the mechanics are needed, they'll come in. They aren't needed nearly as often as people think so they'll come up way less often than other games.</p><p></p><p>You keep putting the rules and mechanics first. Don't. You make a character and inhabit that character in the world. The Referee describes a situation. You tell the Referee what you want your character to do. They tell you what to roll, if anything...and the Referee narrates the results. Then do it all again. And again. And again.</p><p></p><p>We've told you a dozen or so times already. Play the world, not rules. </p><p></p><p>The goal is immersing in the world. The aim is immersing in the world. Skilled play is immersing in the world. The formal guidelines are immersing in the world. The discipline is immersing in the world. It's honestly no more complicated than that. But you seem to think it has to be more complicated and there has to be more rules to it. But there's not. </p><p></p><p>The whole of an FKR game could be: "Here's the fiction (source material). Do your best to emulate the source material. Roll 2d6 if you need to resolve something that's not obvious from the fiction (in play)."</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8424399, member: 86653"] It depends entirely on the source fiction, fact, or history. There's no answer to your questions until there's an answer to the question: what world are you playing in? The answer to your questions changes depending on whether you're playing Star Trek, Star Wars, D&D, etc. You're asking about rules. Rules come second. The fiction (aka the source material) comes first. If you find Star Trek compelling, you'll likely find FKR Trek compelling as the whole point of FKR gaming is to emulate the fiction (aka source material) it draws from. Say you're a DS9 fan but dislike TOS. It doesn't matter what system or how well the Referee runs a TOS game if you're not interested. Stop worrying about the rules and just play the world. What would your character do if they were a real person inhabiting this world? Do that. Are you playing a klingon? Then do things a klingon would do. Are you playing a Starfleet officer? Then do things a Starfleet officer would do. It's like explaining Apocalypse World. "But how do I make an attack?" "You just do it." "What?" AW has fiction first mechanics. So does FKR. To do an AW move you need to do something in the fiction to trigger the mechanics. Same here. Roleplay. When the mechanics are needed, they'll come in. They aren't needed nearly as often as people think so they'll come up way less often than other games. You keep putting the rules and mechanics first. Don't. You make a character and inhabit that character in the world. The Referee describes a situation. You tell the Referee what you want your character to do. They tell you what to roll, if anything...and the Referee narrates the results. Then do it all again. And again. And again. We've told you a dozen or so times already. Play the world, not rules. The goal is immersing in the world. The aim is immersing in the world. Skilled play is immersing in the world. The formal guidelines are immersing in the world. The discipline is immersing in the world. It's honestly no more complicated than that. But you seem to think it has to be more complicated and there has to be more rules to it. But there's not. The whole of an FKR game could be: "Here's the fiction (source material). Do your best to emulate the source material. Roll 2d6 if you need to resolve something that's not obvious from the fiction (in play)." [/QUOTE]
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