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Why do RPGs have rules?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9025655" data-attributes="member: 6787650"><p>I think we have fundamentally different views of what FKing is. My understanding of free Kriegsspiel is that there's no restriction on "what is a reasonable move", nor a requirement to use pre-established dice throws. (The absence of such requirements is precisely what distinguishes "free" Kriegspiel from rigid Kriegspiel!)</p><p></p><p>My takeaway is that when you try to draw a distinction between FK and GMing you're comparing some limited subset of Kriegsspiel (probably not FK) to some other limited subset of GMing, and I shouldn't think your point is really about FK per se.</p><p></p><p></p><p></p><p>This is equally true of FK. If someone assassinates all the oligarchs in Moscow, the referee has to make something up. I suspect the only reason this isn't a concern in professional US Army wargaming is that you're not allowed to assassinate oligarchs in the first place--the refs probably tell you to stop messing around and stick to the scenario.</p><p></p><p></p><p></p><p>Similar to how I simply have to assume that when you say FK you don't really mean FK, in order for your point to make any sense, I think I have to assume that you're not really talking about all scenarios outside of an austere dungeon in order for your point to make sense. A blorby hexcrawl doesn't require any "radical changes" that wouldn't be required in an FK; the distinction between FKs and blorby hexcrawls in D&D lies entirely in the fact that D&D has rules for task resolution, but you're making a point about content authoring, not rules, and in that respect they're not distinct.</p><p></p><p>I think the issue here is that out of the universe of ways to run games, S = { A, B, C, D, E, F, G }, you're very interested in talking about Vincent Baker's ideas about the relative merits of E and F, but phrased in such a way that they appear to be statements about S. I'm a fan of B so when you say "if not E (austere dungeon) then F (radical changes)" it's been baffling, up until now.</p><p></p><p></p><p>Emphasis mine.</p><p></p><p>I strongly disagree with your characterization of my post. If anything my point was the opposite of the bolded text: authority isn't the issue here, creative initiative is, because even if the players have authority to veto the hard frame, they usually won't. They just want the GM to take the initiative in moving things along to the point where they can make an interesting decision.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9025655, member: 6787650"] I think we have fundamentally different views of what FKing is. My understanding of free Kriegsspiel is that there's no restriction on "what is a reasonable move", nor a requirement to use pre-established dice throws. (The absence of such requirements is precisely what distinguishes "free" Kriegspiel from rigid Kriegspiel!) My takeaway is that when you try to draw a distinction between FK and GMing you're comparing some limited subset of Kriegsspiel (probably not FK) to some other limited subset of GMing, and I shouldn't think your point is really about FK per se. This is equally true of FK. If someone assassinates all the oligarchs in Moscow, the referee has to make something up. I suspect the only reason this isn't a concern in professional US Army wargaming is that you're not allowed to assassinate oligarchs in the first place--the refs probably tell you to stop messing around and stick to the scenario. Similar to how I simply have to assume that when you say FK you don't really mean FK, in order for your point to make any sense, I think I have to assume that you're not really talking about all scenarios outside of an austere dungeon in order for your point to make sense. A blorby hexcrawl doesn't require any "radical changes" that wouldn't be required in an FK; the distinction between FKs and blorby hexcrawls in D&D lies entirely in the fact that D&D has rules for task resolution, but you're making a point about content authoring, not rules, and in that respect they're not distinct. I think the issue here is that out of the universe of ways to run games, S = { A, B, C, D, E, F, G }, you're very interested in talking about Vincent Baker's ideas about the relative merits of E and F, but phrased in such a way that they appear to be statements about S. I'm a fan of B so when you say "if not E (austere dungeon) then F (radical changes)" it's been baffling, up until now. Emphasis mine. I strongly disagree with your characterization of my post. If anything my point was the opposite of the bolded text: authority isn't the issue here, creative initiative is, because even if the players have authority to veto the hard frame, they usually won't. They just want the GM to take the initiative in moving things along to the point where they can make an interesting decision. [/QUOTE]
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