FKR??

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Jun 9, 2024 12:11 am
Hello all,
This is only a interest check. I've been hearing about this style of play called FKR recently, I'm still not sure I fully understand it, but I'm curious to give it a try, play worlds not rules, high trust. Sounds cool to me.

Is there anyone experienced and/or interested in trying?
Looking for players and a gamemaster.

In terms of posting frequency, I can only commit to 2/3 per week
Jun 9, 2024 1:23 am
It would probably be helpful to know what FKR is lol.
Jun 9, 2024 2:18 am
It's a really rules light style of play, where the DM rules largely by fiat or intuition rather than following hard rules.
[ +- ] FKR
Jun 9, 2024 5:51 am
Highly recommend looking at a system like Thirsty Sword Lesbians, which in my experience drifts toward FKR simply by the nature of it's rules. DM never rolls, all player rolls are 2d6, and the results are split in <7, 7-9, and 10+. Respectively, that generally means a failure, a success with a complication or sacrifice, and a rousing success. Beyond that, the natures of successes, failures, complications, etc is very much dm fiat.

Player specific moves often allow players abilities to alter the characters and environments as they wish. For example, one ability allows a PC to declare they have a personal history with a newly introduced npc.

Even if it's not the system you want to play, it'd be easy to grab bits and pieces that you like from it, or homebrew your own content for it
Jun 9, 2024 5:53 am
I remember that topic came up before at some point, but I don't think I could find that thread again.
Jun 9, 2024 10:51 am
I'm currently running a game here which is very close to FKR. We are using one resolution mechanic for everything and when a situation comes up where a variation is needed, we talk it through OOC and come to a conclusion, then move forward. An example is how a character helping another changes the probability of success.

I am having a lot of fun running it and seeing how the concept works. @Qralloq pushed the limits right out of the gate by having his character jump on the back of a bear the party was fighting LOL.

So far it seems to be holding up.
Last edited June 9, 2024 11:06 am
Jun 9, 2024 12:47 pm
WittyName says:
Highly recommend looking at a system like Thirsty Sword Lesbians, which in my experience drifts toward FKR simply by the nature of it's rules. DM never rolls, all player rolls are 2d6, and the results are split in <7, 7-9, and 10+. Respectively, that generally means a failure, a success with a complication or sacrifice, and a rousing success. Beyond that, the natures of successes, failures, complications, etc is very much dm fiat.

Player specific moves often allow players abilities to alter the characters and environments as they wish. For example, one ability allows a PC to declare they have a personal history with a newly introduced npc.

Even if it's not the system you want to play, it'd be easy to grab bits and pieces that you like from it, or homebrew your own content for it
This works for monster of the week or ANY powered by the apocalypse games. 2d6, 6- is things go bad, 10+ is things go great, 7-9 is mix of good and bad or good at a cost. Players get "ratings" so that standard moves the game cares about are separated by these ratings, making players able to push certain actions in their favor or others to be harder. Player abilities focus on new moves they can rely on or swapping things around so ratings can be used on moves they originally were not used for, like tough on manipulate someone if you describe being threatening when normally you use charm.
Jun 9, 2024 1:09 pm
I am not sure power by apocalypse games are a good reference for FKR style game, both the GM and players are restricted by "moves" to interact with the fiction. For exemple 24XX games are much more "free" for both the players and GM.
Jun 9, 2024 2:43 pm
Moves aren't meant to be restrictive. The idea is you just talk, and when someone says something that makes someone think of a move, they roll the move and respect the result for the direction to go next. If the particular game doesn't have a move for what the player is doing, no move is rolled at all.
Jun 9, 2024 2:51 pm
I'd agree with Ricardoi91. There are some crossover angles and design sensibilities, but the role of the game-runner as adjudicator and master of the setting, the reality / physics, and the mechanics / odds... puts it firmly at-odds with PbtA. Various neo-OSR games come close, as indeed do OSR-informed indie games like the 24XX stuff.

Players in FKR games can try literally *anything*, and there are no rules to lean on beyond the frameworks the GM decides to carry with them. The history of this is quite cool -- going back to military games in Prussia where they brought in real generals with experience in the field to adjudicate the games -- with them deciding what would happen in any given scenario. Like a subject matter expert in war, making judgments based on a bunch of factors.
Last edited June 9, 2024 2:54 pm
Jun 9, 2024 4:11 pm
To me, it seems like a system with a character centric resolution mechanic is a must. Bolt on some setting specific rules that guide the GM in how to use the character centric resolution mechanic to test for success (magic for example) and wing the rest.

24xx is a fantastic example.
Jun 9, 2024 4:53 pm
Yup. And World of Dungeons style PbtA is a different beast entirely, I should say, being so much closer to OSR and quite possibly, FKR. General / reusable mechanics that support on-the-fly / in-the-moment rulings.

Here's the biggest break with classic PbtA play: in an FKR the whole game can pivot into something brand new. You've solved the mystery of the Black Witch of Vurnwood, now you're leading armies as the Duke rebels against the King. Then there's a sea voyage and storms and low supplies make life miserable... you wreck on an unknown continent and now it's an exploration / survival game. With factions, once you encounter a bunch of different locals. Standard PbtA games are locked into a specific vibe, setting, purpose -- very much by design. Custom moves are possible, but you're typically telling a very specific story, which is what those games are intended to do, and are good at.

If I get my ducks in a row on a couple of other projects, I'd love to run some FKR, actually. Hm.
Jun 9, 2024 5:07 pm
"Play worlds, not rules" The rules are there to support the game, not drive it. PbtA feels like it is driving, not supporting.
Jun 9, 2024 5:12 pm
So funny. After seeing your player's name 'squid", I want to create a character with that name! Just too unique.
Jun 9, 2024 5:19 pm
GeneCortess says:
So funny. After seeing your player's name 'squid", I want to create a character with that name! Just too unique.
Ha! My sister gave me that nickname many years ago.
Jun 9, 2024 5:56 pm
Harrigan says:


If I get my ducks in a row on a couple of other projects, I'd love to run some FKR, actually. Hm.
Keep me posted if you ever find the time to run the game
Jun 10, 2024 5:05 am
squid says:
"Play worlds, not rules" The rules are there to support the game, not drive it. PbtA feels like it is driving, not supporting.
Good way to put it. And nothing wrong with it -- they are just different.
Ricardoi91 says:
Harrigan says:


If I get my ducks in a row on a couple of other projects, I'd love to run some FKR, actually. Hm.
Keep me posted if you ever find the time to run the game
Will do.
Jul 27, 2024 8:23 pm
I have been reading up on FKR a lot lately and did some experimentation using the Mythic GM Emulator as a minimalist ruleset with an FKR mindset. Although I have yet to run a proper long campaign like that. If this game happens I would definitely be interested.
Jul 27, 2024 10:49 pm
Have to agree that Pbta games don't sound much like FKR.

Pbta games tend to work within a very specific framework. Playbooks and custom moves to support the genre and setting, and to drive play in a specific direction.
Jul 29, 2024 7:55 am
Aline says:
I have been reading up on FKR a lot lately and did some experimentation using the Mythic GM Emulator as a minimalist ruleset with an FKR mindset. Although I have yet to run a proper long campaign like that. If this game happens I would definitely be interested.
I also tried doing a solo FKR style, but I used Journeyman, it worked reasonably well, but I think for solo I like a little more system in my games
Jul 29, 2024 9:39 am
Ricardoi91 says:
Aline says:
I have been reading up on FKR a lot lately and did some experimentation using the Mythic GM Emulator as a minimalist ruleset with an FKR mindset. Although I have yet to run a proper long campaign like that. If this game happens I would definitely be interested.
I also tried doing a solo FKR style, but I used Journeyman, it worked reasonably well, but I think for solo I like a little more system in my games
That's always a delicate balance with solo play. More detailed systems can ease the burden of coming up with everything but can also get overwhelming if you have to keep track of everything on your own.

It should be noted, that my experiments did not involve a lot of combat and were more of the exploratory or slice of life kind of games. Not sure if I would ever want to run a FKR solo dungeon crawl with tons of fighting.
Jul 30, 2024 2:43 am
Games in the FKR style work really well for PBP. I've had some great fun with World of Dungeons, World of Dungeons: Turbo, and games like 24XX. Good stuff!
Jul 30, 2024 3:45 am
I keep, keep meaning to run Breakers. One of the greatest RPG conceits of all!

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