It’s not that different from Amber Diceless. I played in one game of that. The GM knew the Amber books by heart. I’m sure he did a good job. Unfortunately, I didn’t know the books at all, so I was always at a loss to figure out the best course of action. It wasn’t for me. I would imagine that players need a good bit of grounding in the setting for FKR to work well. Or maybe a generic fantasy or real world setting.
It’s important for GMs to communicate the setting well for sure, and also for the players to have a lot of trust in the GM’s judgement. In a sense, the boundaries of the world might be learned through play, so the table needs to be comfortable with that!
I tried to implement this kind of playstyle in a couple of my projects. I discovered that you have to double your efforts on the management of expectations. Players have a muscle memory and feel off when they lack a character sheet with predefined characteristics. But when they see that the DM plays fair they can actually choose to try to play with more freedom. I made a little table for the roll outcomes based on d100 and classic numerology meanings of basic numbers. I guess I'll post it as soon as I setup my own substack.
Our group has dubbed our playstyle as a "Mythic GMless Arnesonian Free Kriegsspiel". We've replaced the GM with Mythic (so we all contribute basically) and ya might get sent to your fridge to find the (rolls a d12...) 7th item from the left to determine what kind of creature you just encountered. We've ran Dragonbane and are currently doing some ALIEN. Happy Gaming!
I don't use a full FKR but at my table what is always present is consistency... therefore world>rules is a logic underlying any rule or its application! Just to reconnect to another thought I commented some time ago: that is why there are as many games as the tables where RPGs are played! And this is one of the most important and peculiar features of this industry!
It’s not that different from Amber Diceless. I played in one game of that. The GM knew the Amber books by heart. I’m sure he did a good job. Unfortunately, I didn’t know the books at all, so I was always at a loss to figure out the best course of action. It wasn’t for me. I would imagine that players need a good bit of grounding in the setting for FKR to work well. Or maybe a generic fantasy or real world setting.
It’s important for GMs to communicate the setting well for sure, and also for the players to have a lot of trust in the GM’s judgement. In a sense, the boundaries of the world might be learned through play, so the table needs to be comfortable with that!
This is how I prefer to run games at my table. Thanks for sharing!
I tried to implement this kind of playstyle in a couple of my projects. I discovered that you have to double your efforts on the management of expectations. Players have a muscle memory and feel off when they lack a character sheet with predefined characteristics. But when they see that the DM plays fair they can actually choose to try to play with more freedom. I made a little table for the roll outcomes based on d100 and classic numerology meanings of basic numbers. I guess I'll post it as soon as I setup my own substack.
It’s definitely a case of ‘retraining’!
Our group has dubbed our playstyle as a "Mythic GMless Arnesonian Free Kriegsspiel". We've replaced the GM with Mythic (so we all contribute basically) and ya might get sent to your fridge to find the (rolls a d12...) 7th item from the left to determine what kind of creature you just encountered. We've ran Dragonbane and are currently doing some ALIEN. Happy Gaming!
This sounds a lot like the 24XX series of games, one page of rules and a couple pages of random tables building the game universe.
https://jasontocci.itch.io/24xx
24XX games have struck me as very FKR-ish in their design. I think they are great!
I don't use a full FKR but at my table what is always present is consistency... therefore world>rules is a logic underlying any rule or its application! Just to reconnect to another thought I commented some time ago: that is why there are as many games as the tables where RPGs are played! And this is one of the most important and peculiar features of this industry!