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Jun 19, 2025 7:49 am
htech says:
... I didn’t mean to place any blame on FKR ...
No problem. I was just pointing out that you could give FKR another try at another time and get a much different experience. Some FKR games are very GM-driven.
htech says:
... come to realize is more about my own preferences ...
Absolutely. We have to try it before we can know if it works. FKR is a hard one in pick-up-groups, everyone needs to be on the same page for it to work.

The best FKR experiences I have had follow the original path: people who know each other and share a common 'background', playing a game together already, but finding that the rules are a bit stifling, and seeing that they can do without since they trust the referee.
htech says:
... that same openness can feel a bit unmoored. ...
Fully. I hear you.

Two players is also a hard road to hoe for this sort of thing, we can't easily rely on the other players to make decisions for us and help provide direction.
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Jun 19, 2025 7:23 pm
That is a totally understandable decision and viewpoint, @htech ! It was fun to play with you and I look forward to our other games together.

And did you have anything specific in mind, @vagueGM ? I am happy to conclude this experiment here, unless you want to recruit a new batch of players?
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Jun 20, 2025 7:06 am
Drgwen says:
... I am happy to conclude this experiment here, unless you want to recruit a new batch of players?
I am not sure we will have much better results if we try recruit more under the same terms. The lack of any structure is going to be an impediment every time.

FKR is not about the rules, or the number of rules; it is about a focus on the things that are not rules. The rules don't matter, but they do still help make it into 'a game'. FKR is kinda the anti-PbtA, instead of looking at our sheet and going: "Hey, I have this special Move that lets me come back from the dead" (sorry? too soon?:), it is about looking at the fiction and saying, "what can I do, here? ... that's fun." and then: "Do I need to roll anything?" Lots of FKR games have very complex rulesets, it is just about the mindset of focusing on the fiction and the situation, and using the 'rules' as a last resort or afterthought.

How would you feel about adding back something like the rough use of 2400 as speculated about in the Interest Check [ref]? Or something similarly non-intrusive? (I don't really want to go the whole hog and use 'Apocalypse World with the Playbooks re-flavored as Star Wars' which is my main go-to (Star Wars World (Omega)), that is too many rules for this game, but is an option if I do Star Wars again).
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Jun 22, 2025 3:17 am
vagueGM says:
I am not sure we will have much better results if we try recruit more under the same terms. The lack of any structure is going to be an impediment every time.
That's a shame, because I was enjoying it that way. I thought you were coming up with really interested bespoke "moves" and rolls and we were riffing on each other and your guidance. I would be fine with more complex rules, but it's like you said, I was enjoying focusing on the fiction and only turning to rules when the fiction needed rules.
vagueGM says:

How would you feel about adding back something like the rough use of 2400 as speculated about in the Interest Check [ref]? Or something similarly non-intrusive?
Sure, that works for me! Again, as wishy-washy as it might sound, I trust you as a GM/facilitator/referee, so I am happy to play in whatever game system you choose to run.

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