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<blockquote data-quote="Fenris-77" data-source="post: 8426034" data-attributes="member: 6993955"><p>Why would it? I guess that's a fair question. Think of it in terms of D&D, although that isn't particularly my jam. If I have a +8 to climb, i have a pretty good handhold (har har) on my chances of climbing any given wall, especially when you add in that the basic spread of DCs is the same from DM to DM. Now that really isn't materially different than 'climby', I'll grant you, but is more grounded. By which I mean I'm comparing a number I know to a likely range of numbers. Whereas with climby I'm comparing a less-well-defined number against a complete unknown. To grant another point, in both cases I can ask the GM "how climbable does the wall of the keep look?" which is perfectly reasonable question in the vein of <em>what are my chances</em> rather than <em>may I</em>. However, the answer to that question in D&D provides me, the player, with significantly more information than it does in FKR. The language of the answer in D&D indexes DC pretty precisely even if the DC isn't mentioned, which gives the player a very good idea what the PCs chances of climbing the wall are, which is solid emulation of a PCs fictional ability to decide that same thing for himself. It seems les so in FKR, to me anyway.</p><p></p><p>A caveat: this isn't me showing my flag as a hyper-cautious player. I'm not. I drive characters like stolen cars, to borrow a phrase, but a big part of enjoying that is that the games I like don't surprise me on the mechanics side, just on the consequences and results side.</p><p></p><p>To be clear, I bet this problem clears up with time played at the FKR table, and I'm really thinking about this as a new player trying to learn a system and figure out my character. I just see a lot of scope for FKR to feel like a shallow information environment with a lot of disconnects between GM and player knowledge sets and expectations. Obviously it's not always like that, lots of people really enjoy FKR, but I'm struggling a little to figure out why not. Much as [USER=6785785]@hawkeyefan[/USER] said above, the examples given <em>really</em> don't appeal to me, and that doesn't happen to me very often with RPGs. Anyway, just searching for clarity. Thanks for the response.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8426034, member: 6993955"] Why would it? I guess that's a fair question. Think of it in terms of D&D, although that isn't particularly my jam. If I have a +8 to climb, i have a pretty good handhold (har har) on my chances of climbing any given wall, especially when you add in that the basic spread of DCs is the same from DM to DM. Now that really isn't materially different than 'climby', I'll grant you, but is more grounded. By which I mean I'm comparing a number I know to a likely range of numbers. Whereas with climby I'm comparing a less-well-defined number against a complete unknown. To grant another point, in both cases I can ask the GM "how climbable does the wall of the keep look?" which is perfectly reasonable question in the vein of [I]what are my chances[/I] rather than [I]may I[/I]. However, the answer to that question in D&D provides me, the player, with significantly more information than it does in FKR. The language of the answer in D&D indexes DC pretty precisely even if the DC isn't mentioned, which gives the player a very good idea what the PCs chances of climbing the wall are, which is solid emulation of a PCs fictional ability to decide that same thing for himself. It seems les so in FKR, to me anyway. A caveat: this isn't me showing my flag as a hyper-cautious player. I'm not. I drive characters like stolen cars, to borrow a phrase, but a big part of enjoying that is that the games I like don't surprise me on the mechanics side, just on the consequences and results side. To be clear, I bet this problem clears up with time played at the FKR table, and I'm really thinking about this as a new player trying to learn a system and figure out my character. I just see a lot of scope for FKR to feel like a shallow information environment with a lot of disconnects between GM and player knowledge sets and expectations. Obviously it's not always like that, lots of people really enjoy FKR, but I'm struggling a little to figure out why not. Much as [USER=6785785]@hawkeyefan[/USER] said above, the examples given [I]really[/I] don't appeal to me, and that doesn't happen to me very often with RPGs. Anyway, just searching for clarity. Thanks for the response. [/QUOTE]
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