I have probably mentioned FKR or Free Kriegsspiel Revolution on this blog a few times and how much I enjoy that style. If not, I have have had conversations at length about it in person, on Discord, and various other online platforms. It is also the style of gaming that birthed the gaming we have now from the tables and basements of the Twin City Gamers. I cannot recommend enough watching Secrets of Blackmoor.
Though, thinking about I know I may not always explain what it is at all or well and I am firm believer in the definition of terms. So, I am going to try to define it with a couple of points below:
- FKR tends to be rules light but not completely free form. I think that is an important distinction. It is common for resolution to use opposed 2d6 or 2d6 verse a target number. Though there are various other dice tasks used as well. FKR games tend to use mechanics as a servant of the players and the referee and the game is not submissive to them in anyway shape or form. The rules also evolve in a table centric way.
- FKR games also as a point of practice, attempts to eschew most rules in favor of realism and immersion. This allows the players to get lost in the fiction and just describe what their character does and leaves it up to the referee to make any adjustments or rulings as needed. This lack of rules allows characters to do more.
- FKR has a focus on invisible rulesbooks are visible ones. A lot of the people that played with Dave Arneson have talked about how they never saw any type off rule book except the notes they had on their character sheet. Though, Dave did have a rule book, and between the scribbled notes the rule book was invisible.
- FKR is a HIGH-TRUST-GAME. It is only going to be successful if all of the players trust the Referee to make fair, just, and consistent rulings. There are no rules where the Referee is caged under or shackled to.
- FKR can, at times, emulate some board games or older war games where manipulating vague rules to the characters advantage is part of the fun. This brings the focus to worlds not rules.
- Finally, FKR shows the joy of tactical infinity and the players using real world problem solving skills to solve the actual problems.
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