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<blockquote data-quote="Numidius" data-source="post: 8425250" data-attributes="member: 6972053"><p>[USER=42582]@pemerton[/USER] </p><p></p><p>Just to be clear, when I say "players looking at their character sheet" I mean: looking for numbers, rules related minutia, "What can I do know?" moments when scrolling a long list of stuff and modifiers. Extra diegetic stuff. "Lets see if I have 1 more point to add to that roll". </p><p></p><p>Of course actually looking at the sheets is not the issue in itself, this isn't a game of memory, after all. </p><p>As you say: equipment. Yes. List of spells if Vancian-like magic. Skills (I'd love to play WFRP with just skills and critical hits tables). Feats (5e with all feats as fluff only, no mechanical bits, for example). Previous fictional events written down. I guess all good to look at. </p><p></p><p>From that AW FKR (yeah, I know) game you posted:</p><p></p><p>STATS:</p><p>Cool 0, Hard+2, Hot+1, Sharp-1, Weird+1. This translates to:</p><p>A violent, good-looking, somewhat dim man with a strange sixth sense. </p><p></p><p>That's what I mean. Numbers becoming descriptions. </p><p></p><p>I found good advice from Wizard Lizard's (which is a french woman, by the way) blog: </p><p></p><p>[URL unfurl="true"]https://undergroundadv.blogspot.com/2021/08/the-emergent-game.html?m=1[/URL]</p><p></p><p>[URL unfurl="true"]https://undergroundadv.blogspot.com/2021/02/example-of-play-in-diceless-combat-with.html?m=1[/URL]</p><p></p><p>...and also from her in the FKR Discord chat:</p><p></p><p>So, conversation between referees and players, resolution based on what would make sense in the world, ref as final arbiter over rules, etc.</p><p>is a fitting definition to wargames too.</p><p>Like, you could use the Landshut rules or Any Planet is Earth etc. to run games where you control one character</p><p>or you could take a bird's eye view and run skirmishes or mass battles</p><p>and the point is that you can do all of this in the same game.</p><p></p><p>That's why we say the distinction [between wargames and rpgs] kind of melts away. </p><p></p><p>Consider the following game elevator pitch: you and your friends play the officers of a mercenary band in pseudo-historical France during the hundred years war. You index cards which describe said officers, or maybe even just "whatever character you want". Maybe someone plays an aide de camp, someone plays the seer and lover of the leader, etc. In play, the referee starts by setting up a battlefield, with chits or miniatures, and have players handle various groups of units, even potentially including the enemy forces.</p><p></p><p>Then, halfway through the battle, we "zoom in" on some hill with ruins terrain on it where a small squad is. </p><p>At that point, the GM hands out index cards with informations about a bunch of men-at-arms, and every player assumes control of one of them. They're in a dungeon under the ruins, looking for an ancient magical weapon that, if safely recovered, would turn the tide of battle their side.</p><p>Game becomes a one-on-one dungeon crawl for a few hours.</p><p>Half of the dudes die in the dungeon. But one of them comes out with a magic sword that gives him the strength of ten men!</p><p></p><p>We focus back on the minis/chits and terrain. The ref puts a new figure to represent that magic sword-wielding character on the battlefield.</p><p>A dragon shows up, helping the enemy forces. The magic sword hero jumps on it to duel it. The other players keep moving their troops and handling the battle with referee supervision, while in a corner of the table, the sword player fights the dragon (maybe by himself, maybe with ref supervision, maybe another player who isn't too busy gets to play the dragon).</p><p>The hero gets killed, the dragon starts rampaging through the mercenary army and most of its forces are destroyed!</p><p></p><p>Suddenly, the referee begins describing things from the subjective point of view of the initial "party" I described.</p><p>There's this massive army killing your troops and they're coming for you next, what do you do?</p><p>Maybe some stay and fight to the death,</p><p>Maybe some try to run away, </p><p>but it's back in first person view.</p><p>Later on, the party is safe and sound (minus the second in command, who bravely stood with the men) hidden in a cave. With no troops to handle, the rest of the session will be played in 1st person.</p><p></p><p>Next session begins with bandits (50 of them) ambushing the heroes. They first need to figure out how to stall their capture or fight and not die, until eventually a cavalry of rohirim arrive! These, again, are played by players, same for the bandit army.</p><p>Etc.</p><p></p><p>Because the referee handles all rules (all one or three of them in case of contemporary FKR, though back in the days it seems they also kind of liked having a lot of rules to back up their refereeing, sometimes. Depends on the GM, depends on who you speak with), this kind of stuff is seamless compared to if you were using a framework like 5e.</p></blockquote><p></p>
[QUOTE="Numidius, post: 8425250, member: 6972053"] [USER=42582]@pemerton[/USER] Just to be clear, when I say "players looking at their character sheet" I mean: looking for numbers, rules related minutia, "What can I do know?" moments when scrolling a long list of stuff and modifiers. Extra diegetic stuff. "Lets see if I have 1 more point to add to that roll". Of course actually looking at the sheets is not the issue in itself, this isn't a game of memory, after all. As you say: equipment. Yes. List of spells if Vancian-like magic. Skills (I'd love to play WFRP with just skills and critical hits tables). Feats (5e with all feats as fluff only, no mechanical bits, for example). Previous fictional events written down. I guess all good to look at. From that AW FKR (yeah, I know) game you posted: STATS: Cool 0, Hard+2, Hot+1, Sharp-1, Weird+1. This translates to: A violent, good-looking, somewhat dim man with a strange sixth sense. That's what I mean. Numbers becoming descriptions. I found good advice from Wizard Lizard's (which is a french woman, by the way) blog: [URL unfurl="true"]https://undergroundadv.blogspot.com/2021/08/the-emergent-game.html?m=1[/URL] [URL unfurl="true"]https://undergroundadv.blogspot.com/2021/02/example-of-play-in-diceless-combat-with.html?m=1[/URL] ...and also from her in the FKR Discord chat: So, conversation between referees and players, resolution based on what would make sense in the world, ref as final arbiter over rules, etc. is a fitting definition to wargames too. Like, you could use the Landshut rules or Any Planet is Earth etc. to run games where you control one character or you could take a bird's eye view and run skirmishes or mass battles and the point is that you can do all of this in the same game. That's why we say the distinction [between wargames and rpgs] kind of melts away. Consider the following game elevator pitch: you and your friends play the officers of a mercenary band in pseudo-historical France during the hundred years war. You index cards which describe said officers, or maybe even just "whatever character you want". Maybe someone plays an aide de camp, someone plays the seer and lover of the leader, etc. In play, the referee starts by setting up a battlefield, with chits or miniatures, and have players handle various groups of units, even potentially including the enemy forces. Then, halfway through the battle, we "zoom in" on some hill with ruins terrain on it where a small squad is. At that point, the GM hands out index cards with informations about a bunch of men-at-arms, and every player assumes control of one of them. They're in a dungeon under the ruins, looking for an ancient magical weapon that, if safely recovered, would turn the tide of battle their side. Game becomes a one-on-one dungeon crawl for a few hours. Half of the dudes die in the dungeon. But one of them comes out with a magic sword that gives him the strength of ten men! We focus back on the minis/chits and terrain. The ref puts a new figure to represent that magic sword-wielding character on the battlefield. A dragon shows up, helping the enemy forces. The magic sword hero jumps on it to duel it. The other players keep moving their troops and handling the battle with referee supervision, while in a corner of the table, the sword player fights the dragon (maybe by himself, maybe with ref supervision, maybe another player who isn't too busy gets to play the dragon). The hero gets killed, the dragon starts rampaging through the mercenary army and most of its forces are destroyed! Suddenly, the referee begins describing things from the subjective point of view of the initial "party" I described. There's this massive army killing your troops and they're coming for you next, what do you do? Maybe some stay and fight to the death, Maybe some try to run away, but it's back in first person view. Later on, the party is safe and sound (minus the second in command, who bravely stood with the men) hidden in a cave. With no troops to handle, the rest of the session will be played in 1st person. Next session begins with bandits (50 of them) ambushing the heroes. They first need to figure out how to stall their capture or fight and not die, until eventually a cavalry of rohirim arrive! These, again, are played by players, same for the bandit army. Etc. Because the referee handles all rules (all one or three of them in case of contemporary FKR, though back in the days it seems they also kind of liked having a lot of rules to back up their refereeing, sometimes. Depends on the GM, depends on who you speak with), this kind of stuff is seamless compared to if you were using a framework like 5e. [/QUOTE]
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