Does DnD Need Rules?

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  • Опубликовано: 28 сен 2024
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Комментарии • 288

  • @DistortedSemance
    @DistortedSemance 2 года назад +29

    This is incredibly funny to me, as I've been saying for years that the logical endpoint of the OSR "rulings, not rules" line of thinking would be the reinvention of freeform. Apparently I was playing "FKR-style" on fandom web forums back in 2009, when Roll20 and the like weren't as widespread so almost all online roleplaying was freeform. And we embraced it for all the same reasons OSR guys are now - when you have a solid group with high levels of communication and trust, why bother with rules at all?
    The answer I came to - the same one a lot of indie designers came to in the early aughts - was that while freeform is great for immersive LARP and improv acting and such, it kinda sucks for telling collaborative conflict-driven stories. It's really really hard to push conflict and tension as a DM when you hold all the chips, as you're constantly fretting about messing up that delicate trust and collaboration that makes the whole thing work. That said, if your main goal is to simulate a world or scenario rather than have a gripping narrative, freeform works fantastically, as many people are now discovering.

  • @kladdis3419
    @kladdis3419 3 года назад +92

    This is cool. I didn't realize this was a movement lol. When I started DMing, I kept jumping from system to system trying to find a ruleset that everyone could enjoy (including myself). But after a while, I just started playing without rules. Every game I run is like being dropped into a new RPG video game as a kid. My players will have their backstory, I craft my world around them, but they will have no idea how this world's mechanics will work. They have to just try and learn everything as we go. It's great :)

  • @Blazbaros
    @Blazbaros 3 года назад +8

    When I GM, I frequently tell players that you don't need to strictly adhere to your character sheet, especially when it comes to magic and spells. If a spell description implies that it could be used for a certain function, I see no reason for a player to be restricted to what's stated (unless its totally bonkers), especially if a player comes to that conclusion on their own.
    The first time a friend of mine played D&D, he was playing a wizard and had all sorts of ice-themed magic. He mostly stuck to what was written down, but then came a moment where they were trapped in a flooding room and were rapidly running out of room to stand on and potentially drown. So he used a Freezing Hands (a cold variant of Burning Hands, if you will), to create a jet of cold air that froze a platform for the party to stand on while they thought of their next move, which eventually led to the party escaping.

  • @OvaltinePatrol
    @OvaltinePatrol 3 года назад +10

    This was serendipitous. I wasn't aware of the trend but I've been prepping a game for my in-person group where among other things I've ditched the six attributes, slimmed down the classes to warrior and spellcaster, and made some other changes. On the other hand, I've also drawn elements from across a few editions.

  • @Caitlin_TheGreat
    @Caitlin_TheGreat 3 года назад +7

    Rules-Light is definitely a popular style of game now. And there's a lot I like about it, especially as a GM. I'm a narrative-focused kind of person and I am perfectly at home with handling the complexities of how things should work in a realistic world while balancing that with a focus on the players' characters. I've been trying out a LOT of different systems lately, though I do find that the systems I try out are less about rules and more about aesthetic/theme/tone. Rules of the narrative, I suppose.
    But admittedly I don't think there's a singular correct way to play these games and so I do enjoy a more rules-heavy game from time to time. I mean, not too heavy, but 5E or Call of Cthulhu type heavy.
    The worst part about the rules heavy games (especially the majority of D&D editions) is the prep work needed. You'll always have people declaring that it's not really all that much prep work, but it is. You can fudge things, but to maintain a sense of verisimilitude and fairness you _do_ need to do proper prep work. And yet in Rules-Light games, you don't. Have some character motivations, a plot thread, and you can easily improv your way through while not ruining anyone's experience.
    That said, I do think constraints are needed to help creativity. With zero constraints there winds up being no challenge and no need for actual creativity or depth. In FKR style games (well, ones that lean in that direction anyway) setting/tone/theme can provide most of the structure and constraints necessary, and then a flexible and easy rules system can be layered over that to provide some interesting boundaries for players to push against.
    I think there have been some very inventive and well made systems in recent times that do a fantastic job of mixing up systems that are light on rules but have enough rules _bite_ to them to still provide solid anchoring for a shared world of cooperative story telling.

  • @KyleMaxwell
    @KyleMaxwell 3 года назад +29

    You can run a lot of different games, esp trad games, this way. I’ve been running Call of Cthulhu “FKR style” for a bit and it’s been incredibly freeing.

    • @gengar1187
      @gengar1187 3 года назад

      Whoa that sounds fukkin rad, it would only add to the tension

    • @crapphone7744
      @crapphone7744 3 года назад +2

      Yeah, the essence of CoC is that the Great Old Ones have rules you can't understand without going crazy. And your rules don't matter.

    • @johnmickey5017
      @johnmickey5017 3 года назад

      This is how my online group ran CoC for years, I GM’d two arcs and never bothered learning the all rules tbh. It kept immersion on point but did have a downside as sometimes outcomes seemed arbitrary and one GM in particular lost player trust.

  • @stevendavis7628
    @stevendavis7628 3 года назад +6

    We were doing this some with our local Champions group back in the early 1980s...1982-3 where we're calling it "free form". It is totally trust driven and about actually playing a role...not quite diceless. You captured the play style quite well. Getting "more powerful" was rarely the motivation...just exploring the world and making your place in it

    • @krispalermo8133
      @krispalermo8133 3 года назад

      Serious game vs slap stick play ?
      If you are not play a horror game or something close to epic high heroic fantasy, you just have to have a good laugh now and then.
      One old player, " I not going to roll for this just stating the action, my PC get a nat 20 and hit the warlord's helmet with his +3 hand throwing axe, since my PC over extended himself throwing, the axe just bounce off with no impact pressure,. Now I am going to roll Dex die to see how bad my PC fall on his face."
      The scene was even funnier cause his PC was still cover in oil from the stair case bacon grease trap.

  • @gengar1187
    @gengar1187 3 года назад +28

    Goddamm Ben, this channel of yours feels like stepping through a hidden door. And the nuts thing is, your videos keep getting better. All blessings to you and your family, brother.

  • @ARKavli
    @ARKavli 2 года назад +2

    Excellent discussion. I've never heard of KFR. I learned long ago that more rules doesn't equate to more realism, even if you made complex rules for every situation. So I looked to more narrative solutions and came to a similar conclusion about the GM in that style of play--you have to have a GM with a certain degree of knowledge that can make even-handed rulings. And one the players trust enough to run that way. While I like aspects of more narrative games, some of the narrative rulesets I've come across are just as complicated and confusing with clever narrative gimmicks.
    My first experience with D&D c.1979, we didn't roll to find hidden things in the room, we asked about what we saw and described how we manipulated them as we searched. I was was proud that I found a secret cash via a description of a thin crack around a statue's head. And we took off boots to move more quietly.

  • @zedfelos8629
    @zedfelos8629 3 года назад +16

    I must say, what a amazing video! Concise and informative, as most videos should be. It was a nice history lesson that I wasn't expecting, and I got to know a game genre that I never heard before. I watched and didn't even feel the minutes passing. Nice work!

  • @williamlee7482
    @williamlee7482 3 года назад +32

    “It is the spirit of the game, not the letter of the rules which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule books upon you, if it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not by your players. Within the broad parameters given in the Advanced Dungeons & Dragons volumes, you are creator and final arbiter. By ordering things as they should be, the game as a whole first, you campaign next and your participants thereafter, you will be playing Advanced Dungeons & Dragons as it was meant to be.”
    Gary Gygax
    " The secret we should never let the gamemasters know is that they don't need any rules. "
    Gary Gygax

    • @VosperCDN
      @VosperCDN 3 года назад +2

      Consistency of rulings over conformity to rules - sort of.

    • @williamlee7482
      @williamlee7482 3 года назад +1

      @@VosperCDN That's about it .
      If the rules get in the way of having fun I either make a situational ruling or if it's a major rule I'll wait untill after the game to explain the changes and get feedback from the players

    • @noralockley8816
      @noralockley8816 3 года назад +1

      Think a better way to put it is rules are what all players involve agree to play by. I use to play slot of free form RPGs and in the end the idea of an overall game master vanished. But if you have stats and dice like D&D some sort of mechanic is always involved. I also believe Gary Gygax also said at what point are you no longer playing a game if you did yourself of all rules. It's not a direct qoute. But it is true at one point your just roleplaying compared to playing a game.

  • @audiblesharpness
    @audiblesharpness 3 года назад +23

    So apparently I have been running FKR for years lol

  • @sirguy6678
    @sirguy6678 3 года назад +5

    Great video! Many gaming systems have collapsed under the continuous updating and rules additions- creating increasing editions that are for rules “enhancements “ and increased sales of a game

  • @shannonmcordo
    @shannonmcordo 3 года назад +2

    I think this is common to many disciplines... To learn karate you need kata, to learn bass or guitar you need scales... You need "rules" in the beginning. But when you've been gming for 35+ years you are a walking, talking rulebook.

  • @AreaCode000
    @AreaCode000 2 года назад

    I've played in a game run by Dave Wesley. It was a re-creation of his original Braunstein game (the ORIGINAL role-playing game). It was a great experience.

  • @Daniel-Strain
    @Daniel-Strain 3 года назад +1

    I created a system I call the 'narrative system'. A character sheet has no numbers on it. It has boxes with descriptions of their education, work experience, hobbies, background, personality, goals, etc. There is one 1d6 die for everything. If an uncertain situation arises, the GM declares whether is it: very unlikely (6), unlikely (5+), even odds (4+), likely (3+), or very likely (2+). Players can make a case for having an advantage based on elements from their character's background. So, if all the players are shooting something and GM says it's unlikely to hit it, the one with military experience gets to roll as likely (bumped up 2 levels). The GM might say the old man is very unlikely. Character experience happens by adding descriptions of your experience in game play to your sheet. This gives you more justification to get adjustments on rolls in the future.

  • @jameskyle7943
    @jameskyle7943 3 года назад +1

    I've been using Black Hack for the last year and that is close enough for me. Basically one rule (roll under your stat) covers 75% of game play.
    You can basically take or leave the rest of the rules in the book.

  • @GeorgeL909
    @GeorgeL909 2 года назад +1

    I love everything about this! Lately I've been loving the lasers and feelings and Cthulhu Dark style ultra minimal rules. Definitely looking into this...

  • @liondovegm
    @liondovegm 3 года назад +1

    Pro tip to get into what I now understand to be kriegspiel.
    Start with either FAE or Dungeonworld.
    After completing the adventure
    Play FAE without fudge dice, just a straight "your character could reasonably do that" or "your character could very well fail and there's consequences, spend a fatepoint (we call it drama) to succeed or concede to fail and gain a fatepoint.
    Over time limit the number of uses of fp and just adjucate.
    The table will be free-form roleplaying with a built in and reinforced feeling of how it should go

    • @gdmnsdgl
      @gdmnsdgl 3 года назад +1

      ooh, me likey - stealing this, thanks!

  • @4MEStudios
    @4MEStudios 3 года назад +1

    So in the above question put by this creator, the answer is yes. But, as always, when one plays D&D use the rules that work for you and yours. The point of any game is to learn and enjoy. FKR sounds like the right rules for anyone and everyone. I like it.

  • @defectum7390
    @defectum7390 2 года назад

    I did this for years as a kid long before I even knew that games like dnd existed. It’s interesting to see a “movement”

  • @wrathofzombie
    @wrathofzombie 3 года назад +1

    Really enjoyed this. This is something I’ve been pondering and exploring for years. Really wildling down to what is actually needed at the game table.

  • @kevinz8554
    @kevinz8554 2 года назад +1

    I think this is better for roleplaying and it certainly reminds me about roleplaying forums that used to be very popular around the 2000s. They were often rules-lite and different "players" would mediate the storytelling between themselves. There were no rolls and no maths - both people were expected to encourage good storytelling and drama. So whether an attack "works" or not is dependent on what would be best for the story instead of any dice roll. Likewise for "gaining more power" - no level ups or skills to manage.
    But I think this approach is ultimately better for roleplaying and not for a game. From a game design standpoint, rules and systems encourage gameplay and mastery. I actually don't think this is about realism or fairness. I agree that a "rules-lite" or "no-rules" approach can achieve verisimilitude much better. Instead, I think a good rule system exists like a good videogame exists - it encourages fun gameplay. Nothing more, nothing less.

  • @davidmegarrysdungeon6046
    @davidmegarrysdungeon6046 3 года назад +2

    People may not realize that someone like me found AD&D too strict when it came out. I actually quit playing D&D and opted for other systems rather than play AD&D. These debates on strict rules vs. Interpreted rules are very old and keep getting regurgitated with every new generation. I would say that the no rules RPG is just play acting and make believe. There is a sweet spot in low rules play that is best exemplified by OD&D with lots of home ruling, and of course, Blackmoor. - Griff

  • @stochasticagency
    @stochasticagency 3 года назад +1

    If a ruling becomes consistent is it no longer just a ruling, but a rule?

  • @vonether
    @vonether 3 года назад +1

    This just makes me miss the Amber RPG even more. There, you even throw out the dice!

  • @prinnydadnope5768
    @prinnydadnope5768 3 года назад +1

    I do almost free Krieg since I discovered Dungeon World and the PbtA, all my games have been no stats, you have 2D6 with "no but" for 6 or lower, "yes but" for 7 to 9 and "yes and" for 10 and more, +3 if players are doing smart things or have the right tools for the job, -3 if they try stupidly hard things.
    My players are so happy to not even have player sheet anymore, nor inventory managing or skill managing or things like that.
    Highly recommend anything that is "as light a system as possible" so it's a big yes to FKR on my part.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад +1

      Sounds great. How do you differentiate between say a noob wizard and a powerful wizard PC? Is there a system for progression that reflects PCs' progressively growing ability?

    • @prinnydadnope5768
      @prinnydadnope5768 3 года назад +1

      @@PeterKoperdan The player just get more option, not more powerful ones.
      The magic system is the closest to a "becoming better" one : you have spells, that you can use one then have a cooldown (based on the usage die from the Black Hack), and you have Magic Components who are elements that you can blend together to do something, like "Blood + permeation + solidification = do defensives spikes of blood out of your skin without piercing your skin (thanks to the permeation element)".
      Players get exp on fails, great ideas and end of event, and they need as much exp as the number of elements (Magic element, spells, items) they carry to get a level. Leveling gets you a spell, a magic component or an fighter equivalent like a technic or a stance or something.
      They can only level up at breaks or between parties because we discuss together 3 options they'd like to get, and they rank them before rolling 2D6 to get them (6-, 7 to 9, 10+)
      I also break their stuff or hurt their mind (make them forget spell or component) once in a while because ICRPG made me realise how good an idea it can be to make the progression feel more organic and less linear

    • @PeterKoperdan
      @PeterKoperdan 3 года назад +1

      @@prinnydadnope5768 Very interesting. Do you have any of this posted anywhere? Also which games/systems do you recommend?
      For a very long time now I've been looking for the perfect ultralight system, but I always found some mechanic/philosophy that I didn't like.
      Incidentally, I really like the 2d6 system of DW + yes/no/but/and approach that appears in a few games. I am all for a high level of abstraction, because any simulation approach falls apart unless it's crazy complex. I just need to find the kind of abstraction that seems good to me :-)

    • @prinnydadnope5768
      @prinnydadnope5768 3 года назад

      ​@@PeterKoperdan
      I'm very glad you enjoy what I'm sharing here. I didn't posted more or this anywhere yet, but I'd like to eventually.
      I recommend Dungeon World, but you already know why, ICRPG (the timer die, breaking player's stuff and spells as a loot are great concept for me) and the Black Hack for the usage dice. I prefer ICRPG 2e version of Magic, I think the new edition is a little too streamlined
      I also recommend some other RUclipsrs : Dave Thaumavore, Matt Scottvile, and Runehammer (the dude from ICRPG) often talk about how less is more and how too many rules can break more than make. Maze Rats and Knave from this channel's author also have nice ideas.
      The "Return of the Lazy DM" book is also great to keep focused on what you want and know what you want.
      I also have a few diceless system to recommend, but most are in French so I'm not sure it might be of use.
      Also, the best recommendation I have is to listen to your players and what they want out of the game. My players are allergics to numbers, so I had to take that in count. I started with a system like DW (6-, 7 to 9, 10+) where you where throwing dices like this :
      Very hard : 2d4
      Hard : 1d4 + 1d6
      Normal : 2d6
      Easy : 1d6 + 1d8
      Very Easy : 2d8
      But switching dice ended up being hard and not fun for them, so I found a way to make the 2d6 works with the advantage/disadvantage system of DnD5e, even if I wanted to explore the switching dice mechanic further.
      I hope it helps :)

    • @RoosterNutz12
      @RoosterNutz12 2 года назад +1

      2d6+modifier is king. This is all that's needed. This 'system' places you into the worlds you're playing. I can't understand how a person could play with this method and return to anything else.

  • @jarydf
    @jarydf 3 года назад

    Thank you. I prefer this style of play but did not know there was a name for it.

  • @urdinaran
    @urdinaran Год назад

    Dave Wesley never gets any credit when people argue about who invented the Roleplaying game.

  • @dkbibi
    @dkbibi 2 года назад +1

    For many years, every time I play a new ttrpg, I DON'T tell the player the rules. I find the experience much more enjoyable because they interact with the game world without thinking about rules. Unfortunately, this fades away after 2-3 sessions as they start understanding the rules. FKR might fixes this issue, although I'm not sure I'd like something too free-form.
    The counter argument is that some sort of rules offer a framwork on what that game wants to put to the forefront.
    For example, OSR rule of XP for gold and low HP pushes forward the idea that combat is dangerous and reward players for finding alternative solutions to murderhoboism.

  • @RobertWF42
    @RobertWF42 3 года назад +3

    I like the idea of jettisoning a lot of unnecessary rules for roleplaying games.
    These ideas have been around a while - check out Tracy and Curtis Hickman's "XDM: X-treme Dungeon Mastery" which includes their own homebrew minimalist rpg. They even have a magic system where magic-users are free to invent and cast their own spells subject to the DM's approval & jurisdiction.
    Not crazy about the phrase "Free Kriegspiel Revival" or FKR, which to me means war games, not rpgs. Maybe we should think of a more descriptive name before everyone starts using FKR.

    • @RoosterNutz12
      @RoosterNutz12 3 года назад +1

      FREEnD

    • @emarsk77
      @emarsk77 3 года назад +1

      I like the mantra "play worlds, not rules". It certainly doesn't make a good acronym, but it's a great way to describe the concept. But as far as a name goes, everyone is already using FKR, so that's it I'm afraid.

    • @RobertWF42
      @RobertWF42 3 года назад

      Rules Free RPG? Too long.

  • @collin6691
    @collin6691 3 года назад +10

    Honestly the line between ultra-light rpg and this self labelled FKR seems so thin it starts coming across as a distinction without a difference.

    • @jimparkin2345
      @jimparkin2345 3 года назад +2

      Totally agree. I prefer "ultralight" over "FKR" because the former is descriptive and the latter is yet another onerous acronym that floods our niche-within-a-niche as it stands.

    • @FredBednarski
      @FredBednarski 3 года назад +2

      When looking at it from "how does it play" angle, yeah the Venn diagram between the two is *almost* a circle, but FKR is as much about the theory as it is about practice. It is a different approach to playing and running RPGs, and having a label for this thing alone is worth a distinction.

  • @peterhaberstroh8017
    @peterhaberstroh8017 2 года назад

    I’m curious how you would insert magic into such a world. If you used Vancian magic, how would you have a character train their magical skills without levels? Moorcockian magic definitely fits a bit better with a FKR-style world

  • @EdwardoTheSheep
    @EdwardoTheSheep 3 года назад

    Even if you are attracted to the structure that rules bring to the game, there's a lot to be gained by incorporating some of these ideas into your DMing style. I've been operating like this for quite a while and it's absolutely made my games more fun for both my players and myself.

  • @DottorVinz
    @DottorVinz 3 года назад +1

    Thanks for the explanation! To me it sounds strange that, still in the 2020s, hobbyists consider that rpgs rules and wargames rules serve the same purpose. In a wargame, we need rules to model a military clash with realistic plausibility. In a rpg we need rules to drive conversations about fictional events.

    • @QuestingBeast
      @QuestingBeast  3 года назад

      I'd say that wargames frequently drive conversations about fictional events! You might be surprised at the degree of crossover between the two hobbies, especially when playing narrative-focused wargame campaigns. In a lot of ways it can be like an RPG where you control lots of PCs instead of 1.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      @@QuestingBeast Conversations happen whenever people meet. However, aren't wargames first and foremost about tactical combat? It think that the main point of wargames is very different from TTRPGs when taken as a whole. That said, many players do enjoy engaging in tactical combat in their TTRPG sessions.

    • @celebrim1
      @celebrim1 2 года назад +1

      We could have conversations about fictional events with something like a theater game. The director assigns the participants roles and them tells them what the scene is going to be, and they take it from there. What separates a theater game from an RPG is the desire to model clashes and conflicts with at least some verisimilitude and some chance that the outcome of the scene isn't merely something that everyone agrees to.

  • @JeffersonMills
    @JeffersonMills 3 года назад

    Very informative, and clearly presented as usual. Keep up the great work!

  • @adrianwebster6923
    @adrianwebster6923 3 года назад +2

    I know you said you don't have to teach players alot of rules to play this style, but seems to me that may not be the case. Those used to far more rules may need a guide to playing without them and those new to role playing may also feel a bit lost without rules boundaries as a sort of buffer. It sounds cool, but it seems that such a free system could require some significant hand holding in the beginning.

    • @flyrefi
      @flyrefi 3 года назад +1

      For the most part it’s not that complicated. You just describe the room, say “What do you do?”, and the players choose what to do based on the situation, their characters, and common sense. No different from any other RPG!
      Combat is where people get tripped up. There are some blogposts from the FKR on running diceless and HP-less combat: you can google “dreaming dragonslayer upper hand” to find that. But, there are FKR people who use simple systems with combat rolls and HP, such as the Landshut Rules.

    • @conflictmagazine
      @conflictmagazine 3 года назад

      Actually it is the exact opposite, Adrian. This is EXACTLY how we played back in the late 70's - early 80's and it worked for so many reasons. Money was hard to come by and new players wanted to sit in and see if the game was for them before shelling out $$$ for a Player Handbook. The less overwhelming we made that first experience the better retention we had of new players. We would just tell them to show up and then start them with a Fighter with the minimal character sheet and items to get them started. They would play through the session with everyone helping out and the following week they would show up with a PHB and a character they had rolled up asking the DM to check it out. It really helped to get people excited about playing.
      By using this type of system they could ramp up fast because the word 'modifier' and such terminology rarely came up in sessions. It was more of players asking what they could see, then what action they might perform next and the DM using d20 rolls against attributes to see if they were successful. Combat was kept fast and furious. Most battles were over in a matter of seconds (no kidding) unless it was a large amount of participants or a set up that needed to be worked out.
      We used maybe 30%-40% of the rules for AD&D 1st ed. And it wasn't about TPKing the party. There was not a single DM that I knew who ever used that approach. That was bad form. Everyone was there to have fun and killing everybody off is not fun for anyone.
      And you are right...there were no real boundaries meaning if a player imagined something they could put it out there and the DM would rule on it and proceed.
      The reason we have D&D today is because of early editions being about role-playing and not number crunching...if we wanted to get crunchy we just pulled out a wargame (that's how close they still were in player bases). Today more people come to the game from videogames and it does make for a difference but if you have a well studied DM (meaning one who reads books, watches movies and studies as much game material as they can manage) then the experience would be very similar.
      It's a helluva fun way to play because players aren't looking at rows of stats, they are looking at what they are carrying and how they can utilize it at that moment. We had one DM who kept egg timers (sand filled) that ran in 15 second increments (15, 30,45, 60 seconds, etc) and he kept the table engaged. I loved playing in his sessions and miss him ever since he passed away. I took what he taught me and then made it my own.
      In the end the only way to know if you are doing it right is are you having fun...do you walk away from a session chomping at the bit for the next one? Then you are on the right path :-)

    • @conflictmagazine
      @conflictmagazine 3 года назад

      @@Vedexent_ Keep in mind that there were no settings to begin with...Greyhawk would be the first large scale and it would be at the end of AD&D 1E before Forgotten Realms chimed in. Harn dropped but in pieces. One of our DMs used the Greyhawk map, made the City-State of the Invincible Overlord the capital and re-wrote Greyhawk as a Norse based campaign and the other DM used Harn as a basis for his 'scenic travel and then all hell breaks loose' style of play...I never used a setting. I put it together a piece at a time and as we played the world grew with the characters...

  • @mightystu49
    @mightystu49 3 года назад +2

    Two downsides: First, the vast majority of GMs are not good enough to run a game realistically and need rules to guide them. No one running has any actual battlefield or dungeon exploring experience.
    Second, without rules or written structure, you’re functionally just playing school-yard make believe. Most people playing are not going to be competent enough to actually realistically simulate anything.
    I’d say it is a minority of people who can actually play this way, like less than 5% of tabletop players. I think more than anything this is born from people that want to tap into an alleged tradition to add legitimacy to just making anything up. If any actual generals were running these games then maybe I would feel differently.

    • @mightystu49
      @mightystu49 3 года назад

      @@Vedexent_ Your example actually is exactly a perfect argument for why it is unlikely to be successful. Star Wars has many distinct pieces of media that all handle universe elements from technology to culture to the force all very differently. I would expect the players to not at all be on the same page without more structure than just "it's Star Wars." So yes, that sounds like without some concrete rules that are all agreed upon first to be unlikely to be successful without a group that is much more proficient than 95% of play groups.
      You don't have to "Hate to tell" me that; that's exactly my point. Rules are what give the fiction, the make-believe, the game legitimate. You emphasize the word "games" but by definition a game has rules. That's what separates RP from RPG. Anyone can dig up chat logs from 2005 message boards to see just how often two or more people engaging in RP without rules are basically just talking right past each other. Without rules, it isn't a game. That's fine, you can have fun without them, but it ceases to be a game and shouldn't be included in discussions of games. You don't even need that many rules, and rules-light games can be incredible. But rules-light is not the same as no rules, and those that forget this often run games non-proficiently.

  • @sauronrodriguez4583
    @sauronrodriguez4583 3 года назад +1

    As a DM who runs an OSR inspired and rule-light campaign I have mixed feelings on this. While I despise super crunchy and inefficient systems, I think the rules actually can enhance immersion,.They are precisely what makes a roleplaying game a "game" and not just a room of people writing fan fiction. Mechanics give a sense of concreteness and objectivity that makes the world feel like something outside of both the player's and the DM's control. Also, no human is going to be consistent enough, even when they are trying their hardest, to give that many rulings on the fly. As a player I would feel like I had little real input because at the end of the day it is the DM alone who decides and I have no way of knowing if my actions could succeed (especially in a fantastical setting we can't always use "intuition" or "common sense" reliably). It just feels like a choose your own adventure book with some dice. There seems to be a trend towards hyper-minimalism in some parts of the OSR community and I'm not a big fan of it, at some point you are not trimming the fat but making gameplay more shallow While I hate having to do quadratic equations just to know if my attack landed, just rolling a d6 a few times a session isn't much fun either. It reminds me of being on the playground as a kid and you say you have a lightsaber, but the other kid says he has a double-bladed lightsaber that is better than yours and it just becomes a verbal back and forth. Of course you should never be constrained by the rules as they are guidelines and unique situations will come up, but it is exactly having a pre-established protocol that makes those situations easier to solve in a way that is both fair and fun. I think the trend should be towards more efficient and concise rules that can be added to a game in a modular fashion rather than just gutting them to the absolute minimum, but that's just me. I also like designing games and seeing what makes different systems tick and the elegance of their mechanics so there's that...

    • @strawpiglet
      @strawpiglet 3 года назад +1

      Modular fashion, meaning if you want specific sailing mechanics, buy this expansion? I agree about having rules. Both as a player and a GM, I want some solid rules. There are some things I don’t mind hand waving as a GM, but I need rules sometimes or my game will become mushy. I’m with you on more concise and efficient, too. To me, that is absolutely a must.

    • @sauronrodriguez4583
      @sauronrodriguez4583 3 года назад

      @@Vedexent_ I probably just need to see an example of play because we might be talking about two different things here. I think we can agree that any rules should be based in the setting, but if you're like me and have an avant-garde homebrew one, than it is not always clear what is implicit to the player and constant explanation can take about as long as explaining rules once. No rpg should become too "gamey" in that min-maxing mechanics takes precedence over thinking in a logical manner. But at some point you're going to need to abstract away something, because this is game played on a tabletop and not merely a literary exercise or a real-life encounter. Of course no DM has to be 100% consistent to run a great game, but what I was trying to get at is if we are going to talk about what is implicit in the narrative then it is just going to put too much pressure on the DM. It ends up being the same situation as you described in rules systems which are too complex and they end up forgetting things and being arbitrary on the fly. Ultimately it should be about having fun, but as both a DM and a player I like it when I at least have a precedent for what to do, and even if you just talk it out that will set a precedent for later situations and you have just created an abstract ruling that goes outside the narrative. My playground example was me just joking around, but if you want to see how that logic can apply then look at magic. I don't know if FKRs have a prepared spell list, but if it's like some games where there are none and the effects of spells are improvised then you have problems. Magic by its definition breaks what is normally defined as possible in any setting and even more so when the player could come up with spells on the fly. Then the DM can respond with an equally arbitrary, "well actually that's not how magic works in my world" or "there is a secret anti-magic barrier on the door". This is already broken enough in very standardized systems, I could only imagine what it would do in extremely free-form ones (there is a reason why magic is such a cliche literary device to make anything you want happen in a plot.) However, what you described to me seems to depict FKRs as different in degree rather than kind from most rpgs, which I can get behind but then I guess I wouldn't necessarily feel the need to categorize them differently. But yet again, I'll just have to play one myself sometime as these were just my immediate thoughts based on the video...

    • @sauronrodriguez4583
      @sauronrodriguez4583 3 года назад +1

      @@strawpiglet Sadly most gaming companies interpret it that way lol but I get it they need to keep the game alive by adding more content. I was more getting at a ruleset that allows you to pick and choose parts of it without it all standing or falling together. That way (especially with new players) you can keep it simple at first and then gradually add depth over time because everything is just building of the same basic mechanics. For example let's say you're like me and running a modernized version of basic dnd and you just start off by giving your players the basic combat rules, then one of their fighters reaches level three and you tell them they can now do things like try and disarm enemies etc and explain how that works. It keeps things from getting stale without front-loading people and making character creation take hours.

    • @sauronrodriguez4583
      @sauronrodriguez4583 3 года назад

      @@Vedexent_ Thanks! I'll definitely look into it.

    • @strawpiglet
      @strawpiglet 3 года назад +1

      @@sauronrodriguez4583 I like that idea. It reminds me of early ADnD when cool ideas would show up in Dragon magazine that you could add where you want. I played 1st edition and would use the supplemental books and 2e when I saw a rule expansion that I liked.

  • @hopefulhyena3400
    @hopefulhyena3400 3 года назад +1

    So how is that just different from a rules-light system?

    • @gtignacio3353
      @gtignacio3353 3 года назад

      The difference is that there is no system.

  • @LeeGrey
    @LeeGrey Год назад

    Hi. Has anyone come across any FKR Actual Plays? It would be really interesting to see this style of play coming into the actual play scene, and seems like it would be a natural fit for rpg-as-performance.

    • @Smittumi
      @Smittumi Год назад

      They're oddly absent online. It makes me wonder whether it's really as doable as its fans make out.

  • @flyrefi
    @flyrefi 3 года назад +5

    I appreciate these short-form explainer-videos you’re doing, but I wish you wouldn’t use these clickbait titles like “Fixing HP” or “Does DnD Need Rules?” These titles feel more likely to provoke unrelated arguments, such as “HP isn’t broken!” or “But I like using rules!”, than engagement with the actual content of the video.

    • @mightystu49
      @mightystu49 3 года назад +1

      Yeah, the content isn't bad but it feels like it's being presented more in a way to garner views and clicks rather than to present content in a genuine and authentic manner. I really liked the "reading the AD&D DMG straight through with commentary" videos though so maybe he's moving the channel away from those of us that like that content.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад +4

      I don't know guys.. I didn't find these titles particularly clickbaity. Perhaps you were a little triggered for some personal reason?
      P.S. I haven't seen the HP video, but I'm sure that a lot of valid criticism can be raised against D&D HP (if the video goes into D&D HP in particular).

  • @nimlouth
    @nimlouth 3 года назад +1

    We PbtA junkies call this "fiction first" game design haha. The game, its rules and mechanics start and end with the fiction. The fiction is what drives the game and it dictates how the rules (if any) are applied, not the other way around.

  • @cferdinandi
    @cferdinandi 2 года назад

    TFW you learn that the way you play RPGs has an official name...

    • @GeoffSayre
      @GeoffSayre Год назад +1

      I know what you mean. Back in 2001 my friends and I played "DnD" this was because we didn't know that rule-books or character sheets existed. We just thought role-playing and DnD were the same thing and we had tons of fun. So weird to see Ben here describing my childhood 20 years later

  • @ameryaser3987
    @ameryaser3987 2 года назад

    Great video mate!

  • @goadfang
    @goadfang 3 года назад +1

    It's crazy to me to hear Fate described so well without ever once mentioning Fate. I feel like Fate has been there for years, with Fudge before that, that perfectly encompasses the idea of Fiction First roleplaying where it's not a block of stats that drive your play but narrative aspects that you invoke and compel to make a story interesting and satisfying.

    • @FredBednarski
      @FredBednarski 3 года назад

      Fate is not truly FKR, but it has some similarities. While Fate players take advantage of the Aspects of the world/scene (similar to how players do with narrative in FKR), they still do it within a ruleset. So you're interfacing (for lack of a better word) with the world to get rule benefits. In FKR you're interfacing with the world alone, relying on common sense and the world's internal logic.
      Saying all that, playing both will feel alike, but it's the difference in theory behind play separates it from FKR.

    • @emarsk77
      @emarsk77 3 года назад +1

      In my experience, Fate plays quite differently than FKR. In Fate, players are constantly required to engage with the mechanics: to (self-)compel or activate aspects, to activate stunts, to earn and spend FPs… There's a lot of meta gaming and out of character decision making even compared to more traditional styles. In contrast, the basic idea of FKR is that players should directly interact with the fiction in character, without the filter of the mechanics.

  • @samchafin4623
    @samchafin4623 2 года назад

    This strikes me as a great playstyle for playing with young children. Just tell me what makes your character special, and I'll tell you about our pretend world. Together we have adventures.

  • @Maehedrose
    @Maehedrose 3 года назад +1

    This sounds a lot like 'Amber diceless' and its spinoff systems, to me. There, you have stats and in a contest the person with the highest stat wins - unless you can find reasons why you should gain bonuses, or the enemy should gain negatives. Essentially, after character creation, the central rule of the game is: 'how well can you bs the GM?'.

    • @Maehedrose
      @Maehedrose 3 года назад

      @@richmcgee434 I haven't seen the games he's talking about but he noted that they did have rules, just light rules. Amber is more than just 'diceless', it's also skillless, and the magic systems are super-narrative within their frameworks.
      The only games that come to mind with less structure are like 'Dread' or 'Adventures of Baron Von Munchhausen'.

  • @BarryOLeary-the-king
    @BarryOLeary-the-king 3 года назад

    Another question is do we need referees?

  • @WilliamClark-l5j
    @WilliamClark-l5j 11 дней назад

    Hamill Mount

  • @Adrian_of_Arcane_Lore
    @Adrian_of_Arcane_Lore 3 года назад

    Sooo the OSR community have discovered freeform?

  • @Arvaniz
    @Arvaniz 3 года назад

    I have a particular critique of this video. It pertains to all RPGs, but it's called "Does DnD Need Rules?", where it should be called "Do RPGs Need Rules?" (unless you're aiming at the RUclips algorithm)
    It's a topic we (the roleplayers) should be talking and discussing more often. The trend (and media bombardment by Wizards of the Coast and several paid influencers) to call all RPGs "D&D".
    Even though we can do similar things with Kleenex tissues, as they are nothing but paper... I find it insulting to always speak in terms of "It's a game like D&D", instead of saying "It's an RPG", and completely bypass the D&D reference. We don't call all cars a "Daimler", for instance. They're cars.
    Literally hundreds of RPGs have been created in almost 50 years. That D&D was the first one shouldn't influence how our games are named (particularly since the current, most popular, iteration of the game, D&D 5e, has almost nothing to do with the original D&D game of 1974).

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      It's possible that the D&D reference was made because of the Dave Arneson connection. Perhaps D&D would have been different had Arneson had greater influence on its design.

  • @ToriqulAhommed-y3e
    @ToriqulAhommed-y3e 13 дней назад

    Gonzalez Brian Taylor Brian Clark Maria

  • @crapphone7744
    @crapphone7744 3 года назад

    Play dungeon world it's the happy medium

  • @anokrs
    @anokrs 3 года назад +1

    If the table already has 3~4 players engaged in trying to portray a world and actions in that world in a interesting manner, why do we need another person to tell us what the consequences of our actions are?

    • @jimparkin2345
      @jimparkin2345 3 года назад +2

      A final say where the buck stops if there is no consensus.

    • @jeremydowney9650
      @jeremydowney9650 3 года назад

      Based

    • @Julian_The_Apostate
      @Julian_The_Apostate 3 года назад +2

      What elevates Roleplaying Games from Cowboys and Indians is the presence of an impartial arbitrator or referee applying some amount of consistency of the world. In other words you need a games master to play an RPG, otherwise it would be like playing in a band that completely ignored time signatures. Occasionally it might make something that works, but usually it would just be a mess.

    • @anokrs
      @anokrs 3 года назад

      @@jimparkin2345 Why can't that be a roll?

    • @anokrs
      @anokrs 3 года назад

      What exactly elevates RPG from Cowboys and indians if "gm-fiat" can throw away any rule at any time? If you give all this power to a single person("the golden rule" and such), why bother having rules in the first place?
      The game works because players(and the gm, if present) are invested in the game and want to portray exciting stories. Improv/jazz bands have existed for a long time.

  • @KarenTaylor-o2m
    @KarenTaylor-o2m 13 дней назад

    Mann Rest

  • @jayteepodcast
    @jayteepodcast 2 года назад

    Then we are all playing pretend

  • @tikiux5
    @tikiux5 3 года назад +1

    sounds like story gaming with extra steps

  • @mangacomics1601
    @mangacomics1601 3 года назад

    Click-bait title.

  • @400KrispyKremes
    @400KrispyKremes 3 года назад +1

    Yes. Without the rules of D&D you cannot play D&D. You can play make believe, or a new game that you invent, but you can't play D&D. If the rules are too harsh in real D&D for you then just play 5th edition, or as I said before you can invent a new game.

  • @anonsenpai6533
    @anonsenpai6533 3 года назад +2

    Does D&D need rules? Absolutely.
    Does every player need to know all of the rules before they can play? Absolutely not.
    Does every aspect of an RPG need structured rules? No.
    Does combat, the highest risk endeavor in most TTRPGs, need clearly defined rules so players can make informed decisions when their characters' lives are on the line? You better believe it.

  • @Zenas521
    @Zenas521 3 года назад

    Q) Does DnD Need Rules?
    A) Yes, if it didn't have its rules, it wouldn't be D&D. If people want to play another game they are free to do so.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      What if 6th edition discarded rules (for the sake of the argument) what would it be? Would it not be D&D if it didn't have rules?

    • @Zenas521
      @Zenas521 3 года назад

      @@PeterKoperdan I don't consider 4th edition D&D ether, because it went too far away from Gygax.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      @@Zenas521 Well, that's what all of this is about. Fanboys of various kind arguing over semantics. That's why so many in the comments were triggered over the use of the term "D&D" in the video title - because fanboys felt threatened.
      Anyway, keep up the good fight! For the King and D&Deeeeeeeee!

  • @pccleric
    @pccleric Год назад

    Pretty soon we are going to let players talk a door open with their charisma because why not.

  • @PixPunxel
    @PixPunxel 3 года назад +1

    Quote: "FKR rules exist at the extreme end of one spectrum." Heh SPECTRUM being the key word here. Unpopular oppinion, but lot of D&D/TTRPG players are often a bit autistic ( not a put down, and if you think it is, its you who is biggoted ) so they kind of need that rules structure ( this is what a TTRPG player that is psychiatrist by profession told me ) , its their life west, maybe even a reason they like D&D. This is why I found out that many players feel outright naked when you tell them that your game has no rules, or is rules light. And its a big nono in lot of groups.... So its just my oppinion. Take it with big grain of salt

    • @PixPunxel
      @PixPunxel 3 года назад

      @@cavv0667 Well as GM ( over internet mostly ) over many years I had have many authistic players or aspegar players. Many of whom freely admited that and told that to the group. And I suspect many who did not. I am not talking about heavy cases here. Highly functional people. Many of them highly successful people. Really nothing to be ashamed of. And just by magnitude of your reaction, i can get a hint that you took it personal? In any case people that have a tendency to be on the spectrum, have very strong need to have strict rules in games. They will usually be the ones that rule lawyer in your group, quote the book, complain about ruling and obsess over rules. Its very important to them.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      @@cavv0667 Meaning of words evolves over time due to various circumstances. One such circumstance is people liking a certain new use of a word, which results in the use of the word in new contexts or in new ways. If such use becomes widespread enough, the word gains a new meaning.
      Most people don't really know what autistic means exactly. They associate it with some vague psychological 'weirdness'. That's good enough for many people to label someone autistic. Humans are extremely good at quickly noticing (and possibly mislabeling) 'weird' a.k.a. non-average behavior. If a person behaves in a 'weird' way, they may get labeled autistic. That's how the world rolls...

  • @RabidHobbit
    @RabidHobbit 2 года назад +25

    This is how I DMed my first game of D&D at around age 12. Some friends and I found (what I believe was) the Monster Manual for 2e AD&D in an older brother's closet while he was deployed. We all picked monsters to be our characters, and I looked at some more monsters in the book and started to tell them about a castle they were exploring. And we went from there. I remember it being a lot of fun. I did sadly kill the fun when I introduced my own DM party character / NPC that was more powerful than any of the player's characters.... at least I learned that lesson young!

  • @Steamboyglover
    @Steamboyglover 3 года назад +27

    As much as I love your reviews, I defintely love these videos about rpg mechanics and philosophy. Glad to see more of this stuff from you!

  • @AndyGoodacre
    @AndyGoodacre 3 года назад +11

    I did this without thinking. When I’d put my 3 year old to bed, our story time was actually an RPG. I would describe a situation and his character would choose what to do in the situation. Because he was 3, I removed all the “rules”, other than I’d roll a dice against a score I’d give him. It worked fantastically, and we had many adventures.
    Interestingly, he had no interest in this if we played in the day, only interested in playing with miniatures and seeing the world!

  • @bryansmith844
    @bryansmith844 3 года назад +29

    I like the historical example. Makes sense that the “game” was a place for an “expert” to make judgements and novices to learn, either by comprehending the truths (rules) or by trial and error (in play) without dying.

    • @LordSathar
      @LordSathar 3 года назад +3

      TBH, i would question most people i've met in rpg's ability to accurately interpret anything resembling reality. they're not the most grounded bunch.

    • @celebrim1
      @celebrim1 2 года назад +1

      @@LordSathar Neither where the "experienced commanders" that ended up moderating rule less war games. It's instructive to read up on for example the Imperial Japanese Navy wargames were the rules were saying that they were going to lose the war, but the wise experienced commanders just brushed aside the rules as not factoring in important things like Japanese racial superiority.

  • @nicholascolares8646
    @nicholascolares8646 3 года назад +12

    First... Thank you for been approachable on discord. Felt good to have words of interest in my hack of maze rats.
    Second: I actually have played RPG as FKR, or a FKR as RPG.
    We had a pseudo character sheets and we all thrusted this GM we had.
    Was a highly magical world and every player could have more than one character, without any restriction.
    and I must say, was one of the best experiences in game I ever had.
    I wish I had the contact of that GM.

  • @thoughtfulsteve6211
    @thoughtfulsteve6211 3 года назад +15

    Best content, love it. Finding myself more and more drawn to OSR, gritty, low magic and narrative centric games

  • @morganhanam9522
    @morganhanam9522 3 года назад +15

    the freedom of this kind of play; especially in a player co-creative atmosphere; is very attractive. Puts me in mind of Amber diceless roleplaying game.

    • @jeremytitus9519
      @jeremytitus9519 3 года назад +5

      Gerard is the strongest. Brand is the magest. Benedict is the swordest. Dworkin is the grampest. These are the rules of Amber.

  • @twinsunsentertainment
    @twinsunsentertainment 2 года назад +2

    I hadn't heard of Kriegsspiel... fascinating to learn how far back war gaming actually goes. When it comes to TTRPG, I liked to envision a spectrum with 'Simulation' on one end and 'Story' on the other, with nearly all RPGs existing somewhere along that spectrum. Chainmail, Rigid Kriegsspiel, and the like would exist on the Simulation end, and games like 7th Sea or Dread would be far closer to the Story side. Certainly a 'no rules' method would be on that end.
    I found it helpful in my campaigns to make sure that everyone playing was in agreement as to where on that spectrum they wanted to play, and choosing a game that fit accordingly.

  • @emarsk77
    @emarsk77 3 года назад +12

    I was reading through the comments and thinking "why do all these people focus so much on the (supposed) lack of rules, when (as clearly stated in the video) that's not the main point of FKR?"
    Then I read the title of the video again. Sigh. Quite misleading click-bait, I genuinely think it made the conversation worse than it could have been.

    • @mightystu49
      @mightystu49 3 года назад +1

      Also, many people are looking for reasons to not read/learn rules because they lack the proficiency to do so, and want to find anything to add legitimacy to their lack of proficiency. They see this as historical and thus legitimizing, not realizing the reason the GMs in Kriegspiel could ignore the rules is because they had so much battlefield experience they knew how things would turn out. No one running such a game now has that kind of actual experience to accurately simulate in that same fashion; it was a game only played by the nobility and elite back in that era.

    • @emarsk77
      @emarsk77 3 года назад +1

      @@mightystu49 No one needs "legitimization" (or "proficiency", for that matter) for liking or not liking reading rules. We do this for fun, if someone doesn't want do deal with tedious rules, it's their right to do so without anyone saying them they're "doing their fun wrong". Their table, their game, their rules.
      Also, the fact that we aren't experienced generals is irrelevant. The game designers aren't experienced generals either. Most rules fail at "accurately simulating" pretty much anything anyway. And it's OK, that's not the goal.

    • @mightystu49
      @mightystu49 3 года назад +1

      @@emarsk77 It's no more someone's right to not be told a way to do things than it is is my right to not have you call structure and good game design "tedious." By participating in the online forum of ideas that is the internet you inherently invite criticism; it is part and parcel to discussion. You are doing the same thing I am, but couching yourself as the virtuous one. Your appeal to some greater morality is quite shallow.
      The fact also matters greatly. The designers don't need to be generals because they have the luxury of time. They can spend years developing a system, playtesting it, and pulling from all sorts of credible sources to create robust rules. As a GM running the game, you have at most a couple minutes (and even that is generous) before the flow of play is ruined. You must make these decisions quickly, and without that level of experience your quick decisions will more often than not be unsatisfactory to your players. Now, this is not to say all printed and developed games are of equal merit; in fact many such games are quite poorly designed. They are generally, however, a representation of more total time and thought investment than the average spur of the moment rule manufactured at the table. Thus the paradox of "rulings, not rules" comes to fruition: to have rulings, there must first be rules for those rulings to be made against.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      @@mightystu49 I think it really depends on what you want from a game. Extensive rules may serve a purpose for some people and be appreciated, but at the same time light rules may serve a purpose for other people and also be appreciated. One is not better than the other, just like the color blue is not better than the color green.
      However, there are many people that find crunchy games tedious yet they are not aware that rules light games even exist. Due to this it is good to spread the word ;-)

    • @mightystu49
      @mightystu49 3 года назад

      @@PeterKoperdan The thing is rules-light or rules-heavy are both rules systems. What is being proposed is no rules at all. Rules light is fine; I have no issue with it.

  • @nicholasbielik7156
    @nicholasbielik7156 3 года назад +4

    I first read about this approach in a piece written by Ed Greenwood, creator of the Forgotten Realms, in Dragon magazine around 1982. He was talking about the fact that you needn’t teach players the rules-that they just needed to play the world rather than the game so to speak. He was proposing this as a method to get players more easily into AD&D 1e (which could be a challenging system to get into). Rules could then be introduced as needed to players, and they wouldn’t be overwhelmed. HP, AC, and rest would be tracked by the DM-who would also do all the die rolling behind his screen. This isn’t exactly what the Free Kriegspiel movement is about, but it is certainly related. Both approaches take immersion as a very high priority. It also appears that this approach was largely used by Prof. M.A.R. Barker in his home games in his amazing world of Tekumel. He didn’t really use the Empire of the Petal Throne rules which he had written and was published by TSR. Those were really only consulted when it came to magic and spell casting. Most of the time his approach seems to have been very much in the vein of what you’re discussing here.

    • @strawpiglet
      @strawpiglet 3 года назад

      This is how we used to play, mostly by necessity. The rules to ADnD first edition were intense. I learned all the rules and told my players what to roll. After a while they learned the rules and I got to play in their campaigns.

  • @dminard1
    @dminard1 3 года назад +53

    I feel like the rules have value in providing constraints to the DM. It allows everyone at the table to have a solid idea of what is likely to happen before they take actions.

    • @axbx7139
      @axbx7139 3 года назад +9

      This is one of the strongest arguments I've heard from my players as well. What important is, rules doesn't have to be detailed and complex. It just understanding of outcome what makes them valuable for players

    • @tomwalker1888
      @tomwalker1888 2 года назад +6

      (Imho) In FKR the DM should still give the players a solid idea of what's likely to happen before they take actions - but this is based on an assessment of the specific situation and action proposed on a case-by-case basis, not predetermined by an preexisting rule framework.

    • @RabidHobbit
      @RabidHobbit 2 года назад +6

      @@axbx7139 I don't think there needs to be any argument. FKR can be a fun and working form of play without invalidating or otherwise having any implication on the value of traditional RPGs with more concrete rules!

    • @sunamori
      @sunamori 2 года назад +1

      @@axbx7139 that's very well put. May I steal your quote next time I encounter this discussion?

    • @axbx7139
      @axbx7139 2 года назад

      @@sunamori sure

  • @fex144
    @fex144 3 года назад +13

    I love the direction you move in; QB. You and Dungeon Craft are my go to for innovation.. retro-innovation... retrovation?

  • @ivanrichmond3524
    @ivanrichmond3524 3 года назад +6

    OMG! This is a great video! I'm working on my own TTRPG called "Dream of the Dragon," which started when my childhood friend Noah and I reminisced about playing D&D without rules when we were kids. It was the most vivid gaming I've ever done. I don't know how we did it, though. Kids are magical. We adults need some rules. So, I'm trying to make a TTRGP that has just enough rules that it provides structure without so many that they get in the way. I'd love more videos like this one. Great topic!

  • @headwyvern11
    @headwyvern11 3 года назад +4

    I ran D20 Call of Cthulhu this way when it came out back in the day and it ran better than any game i've ever played before or since.
    imo the less rules the better.

  • @All-shall-say-Jesus-is-Lord
    @All-shall-say-Jesus-is-Lord 2 года назад +2

    I want maximum immersion, so at first this sounds good to me, but I go back to heavier rules for 2 reasons:
    (1) Consistency. It's impossible for even the best most experienced DM to rule consistently without clear rules. Inconsistency kills immersion.
    (2) Knowledge. A great rule system will inform ignorant players and DMs as to what is most believable and grounded, adding to immersion. No one at the table has the time to become an expert on everything, so it's much more efficient for a rule book and/or setting to do the research to suggest believable grounded mechanics for things. Obviously believability increases immersion too.
    But I definitely see that the less time taken out of gameplay to interact with rules, the more immersion there will be, so I want a system of very efficient elegant rules that get out of the way as fast as possible.

  • @bonbondurjdr6553
    @bonbondurjdr6553 3 года назад +32

    I really enjoy and prefer when you cover subjects like this.

  • @NecromancyForKids
    @NecromancyForKids 3 года назад +4

    I mean, it's obvious that in some cases the game would take longer to resolve than a real battle. Doesn't take a lot of time for a bullet to travel.

    • @FredBednarski
      @FredBednarski 3 года назад +3

      ...but it takes a lot of time for an army to travel. The Prussian Kriegsspiel was very much a mass battle system with numerous units across large landmass. So yeah, it shouldn't really take longer than a day-long (or multi-day) battle it tries to simulate :)

  • @QuestingBeast
    @QuestingBeast  3 года назад +6

    The Free Kriegsspiel Revival Discord: bit.ly/FKRDiscord
    Playing at the World: amzn.to/2t9V0xv
    Secrets of Blackmoor: bit.ly/BlackmoorFilm

  • @anadice9489
    @anadice9489 3 года назад +4

    I remember finding a ttrpg somewhat recently that pretty closely resembles a video game I like that I'd been wanting to try finding some way to run tabletop, and after looking at the ttrpg, I was thinking "the one thing this lacks is a crafting system" but then I thought on that for a bit and realized, lacking any crafting rules actually made it work better. The video game, by nature, needs all the mechanics and (hundreds of) options of crafting specified, otherwise you just can't do those things, but in tabletop, you can just say "I'm going to break that chair and make a cudgel out of one of its legs by whittling it with my knife" and that can work, referee/GM just needing to come up with how long it takes and maybe what might happen meanwhile. If it seems reasonable that somebody might do it faster because they're an experienced woodworker, then there you go, they do it faster, or if the knife being used is poorly suited for whittling, that can have some effect. Both of those could fall under rules like skills and tools/equipment, but there could always be something else that factors in that rules don't cover, like being tired, being in a rush, being under pressure (maybe zombies are right outside the door and the best you can do at the moment is a barely passable handle on an otherwise standard chair leg).
    I'm still not sure if FKR would be for me, but I agree with it somewhat in that sometimes not having rules for something can be a good thing.

  • @kaduceusz
    @kaduceusz 3 года назад +2

    Great material. Very inspiring. I listened to half of it, stopped, spent half an hour developing rules for my homebrew and only then watched till the end :D

  • @PackTactics
    @PackTactics 3 года назад

    Yes. Dnd needs rules so we can play the roleplaying game. If theres no rules then we're just roleplaying and not playing a game. Roleplaying without a game already exists.

  • @graveyardshift2100
    @graveyardshift2100 3 года назад +2

    Interesting! But I have a hard enough time convincing anyone to play a different edition, so I doubt I'd get this going.

  • @jeremiahcunkle5938
    @jeremiahcunkle5938 Год назад +1

    I know the video is a year old at this point, and I certainly don't expect a response, but it struck me how there's a lot of overlap between FKR and some diceless systems. Amber Diceless TTRPG comes to mind. The character sheet is check-boxes for whether a power is acquired and available, and a points rating for the four attributes. The GM arbitrates based on whether attributes are close to equal or not, and resolution is grounded in description of the in-game physical and metaphysical effects. Players take tactical advantage of the environment because not doing so leaves the advantage to the opposition to take for themselves. The GM never shares opposition stats, apart from "you think you're faster" or "He's definitely stronger than you" or such.
    Anyway, excellent video, some good food for thought, and thank you.

  • @chameleondream
    @chameleondream 3 года назад +3

    At their worst, the rules can be domineering, illogical and a flat out waste of time and effort. They are an excuse to sell us books and force us to play the way the manufacturer wants the game to be played.
    At their best the rules provide us with a certain amount of necessary consistency. They protect us from one of the worst elements of story which is the need to have things happen because the story needs them to happen, ie: Gandalf's magic in the LoTR, strong and powerful but only when the plot needs it to be.
    So, do we need rules?
    No, not really, but at the same time it's the rules which make the fantasy seem real.
    Without them, all you have is just another fantasy.

  • @victoryfish
    @victoryfish 3 года назад +3

    Any idea how to find Playing at the World anywhere? Its out of print everywhere.

    • @QuestingBeast
      @QuestingBeast  3 года назад +2

      Wow, you're right. Hopefully it gets reprinted soon.

    • @victoryfish
      @victoryfish 3 года назад

      @@richmcgee434 sadly I’m in the UK so no luck. Here’s to hoping I find a pdf i can buy somewhere!

  • @FourStoryGamer
    @FourStoryGamer 3 года назад +2

    This was really interesting! I've definitely found myself already adopting more and more of this style (albeit slowly) over the last few years without knowing it had a specific name or core ideology behind it. I could see this being a great way for worldbuilders to enter DM/GMing in a much smoother way than most do now (where they feel like they are never enough of an expert on a game's rules to participate). Definitely not for everyone and depends on the table but I could see incorporate a lot of ideas from this even with a more concrete, tactical system for some things (maybe combat).

  • @mishx62
    @mishx62 3 года назад +2

    In Israel we had a small movement kind of like that called "חופשיטה" which translates to systemless, it's slightly less common now (sadly) but it used to be pretty much the standard for most con games to either run dnd or no system at all. and they were pretty good tbh, they were also unconstrained to most classic game tropes: it was just as common to play in a fantasy, historical, or completely modern and mundane world, also the only truly scary horror games I ever played in were systemless, systems give you something to hold on to, without them it's much easier to feel unprotected, and unsure of what is unfolding before you. but I've seen the genre used for a bizarre exploration of characters through a ritual poisoning which explores mortality, what is life worth, and Trauma. I've heard of it used to go to camp as Children in Russia and exploring the Nostalgia that brings to people, systemless games can go anywhere, explore anything, it doesn't need a direct conflict, it doesn't need a win-state, it doesn't need to be a wargame.
    I think there's much to gain in playing games without systems, it opens up a lot of doors. as much as I love me some rules, the lack of these rules is also a valid decision.

    • @yochaigal
      @yochaigal 3 года назад

      Isn't חופשיטה more like "freeform"?

    • @mishx62
      @mishx62 3 года назад

      ​@@yochaigal I just thought freeform is a bit to generic.
      I guess systemfree would be the most accurate translation wouldn't it? literally speaking.

  • @MrSilvUr
    @MrSilvUr 3 года назад +1

    You also have to trust the players. I see players bully, cajole, distract, or otherwise undermine the GM often. It really throws me whenever it happens in games I play in, and I just have a rotten time when it does.

  • @krinkrin5982
    @krinkrin5982 2 года назад +1

    I've played some rules-minimalist games, where the whole character sheet consisted of a list of things they were expert, good, bad, and terrible at. We resolved conflict by playing rock-paper-scissors. It was quite fun.

  • @delenius1
    @delenius1 2 года назад +1

    I just discovered this channel, and these RPG philosophy videos are fantastic! Thank you!

  • @andrewbeaton6754
    @andrewbeaton6754 3 года назад +2

    I've been playing a similar way to this for a time, so I'm not shocked to discover it's a movement. Thank you for giving me reference material to look into.

  • @Minodrec
    @Minodrec 3 года назад +1

    Narativism and rules lite systems existed for as far as I can recall (mid 90s).
    I don't see this as a movement.
    Rules help ppl interact with the worlds in a consitent way. It's a way for players to understand what is and isn't possible in a world where magic or exceptionnal strength is accessible to their character.
    A system without rules can be pretty intimidating. Game masters might need some guidance (especially in field they don't have personnal expertise) and requiring constant creativty from players might end up kinda gatekeeping or elitist.
    I really like Ben work. And I like that game designers now keep usability in mind and limit rules bloat. But the goal is to use those rules. I don't know any one who use the full AD&D PHB. OSE is praised and loved because it's B/X but easy to use (not lighter).
    I think some ppl (especially inexperienced with TTRPG) watch those videos and create in their mind a perfect game. A rule lite sandbox focused on player agency with faction play and non-combat encounter sprinkled in. And that's not how most good games are actually played. Every DM has his own strong suit and create a different experience. DM progression should be finding his own way. What's work for Ben and/or other RPG influencers might not be the best at your table.
    D&D suffer from major rules bloat. But the focus isn't on creating a coherent rules set. It's a mix between keeping the most of traditionnal play while catering to the broadest public possible. In a way WOTC designed the perfect gateway to OSR.
    Kriegspiel is a nice piece of historical trivia. But it's RPG in a professional context. I'd rather focus on recreational simulation. I could argue some form of martial art are RPGs.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      I think that he was relatively clear that this FKR playstyle isn't for every player. However, it would be pretty easy to try and some players might discover that they like it. It would be much easier to try than some RPG with complex rules (of which there are many).

  • @WandererEris
    @WandererEris 3 года назад +1

    The way I see it, is that if you're not using the rules then you're not playing D&D. You're playing something else entirely. It's like if I took a chess set and then just started throwing the pieces trying to knock down my opponent's king. It's not chess at that point.
    That said, I don't think it's an invalid way to experience an RPG. I just wouldn't call it D&D. I lean towards more rules than less because I enjoy having an actual fixed game in there instead of it just being role playing.

    • @PeterKoperdan
      @PeterKoperdan 3 года назад

      I think that the connection with D&D is Dave Arneson's playstyle - which used to be FKR-like. Arneson is the father of RPGs with Gary Gygax. Since Arneson was at the birth of D&D, his style of freestyle could have won over Gygax's love of ever expanding rulesets...

  • @wimplesaur
    @wimplesaur 3 года назад +1

    That’s pretty much how I’ve always GM’d. I had no idea it was a movement.

  • @urfaes6878
    @urfaes6878 3 года назад +1

    Yes. Skip. Wait... That history, though.

  • @goodlookingcorpse
    @goodlookingcorpse 3 года назад +1

    Yes, but today if you disagree about encumbrance you can't resolve it with a duel.