The State of FKR Discourse

If it hasn’t been obvious from some of my recent vague-posting, I have been pretty unhappy with the state of so-called “FKR” discourse. The term was used to describe an alternative to play where rules texts were given authority, and where the fiction was secondary to the mechanics. Where the idea that social issues, bad behavior, and aggressive game masters and players alike could be curtailed by somehow following the rules as some designer intended.

Instead, it refocused the game as being a representation of a fictional world, communicated and adjudicated by a referee to players taking control of characters in a world. The referee is free to use whatever means they see necessary to portray and resolve this world and the actions of the player, and no rules text, designer, or other set of people were seen as an “authority” over this.

This idea was first proposed by one of the original players in Gary, Dave, and Phil’s games, and it was later adopted by further bloggers who ended up creating Discord servers and the like based around the acronym. It’s worth noting that this term was originally proposed on an OD&D forum, and the later Discord creators were posting a lot about the types of games that surrounded Arneson’s group. So traditional high-trust play.

There was a split in this community, as there often is. I certainly landed on the side I supported, but so did quite a few new people who were unfamiliar with these origins or goals, and seemed more inclined to foster a new identity around a term that had a very small, but growing amount of hype and recognizability around it. The conversation became less an exploration of the growing concept of FKR, and more a forcible reframing of what FKR was – which basically amounted to whatever the specific individual was playing.

I have mentioned before that it’s fine for things to be different – not every game, practice, or culture should fit under every label. What makes specific playstyles special is their unique approach, not that they are an umbrella. But this seems to be contrary in some FKR circles as of late. Instead, they claim that the FKR should be “just vibes”, only excluding the games that fall under a particular individual’s pet peeve. Which unfortunately is usually just old D&D or “traditional” RPGs. So we have gone in a few short years from an OD&D forum creating the term to people trying to gatekeep those that use the 3LBBs to only being able to “support” certain kinds of play.

Note here the emphasis on systems – folks are claiming that if one plays OD&D, or “trad” the particular rules text they are using dictates the play experience. If you understand anything about FKR at all, you will understand how this argument reveals the particular Edwardsian chauvinist has yet to understand the culture of play. Because instead of trying to understand it, they just attempted to hijack it.

A quote from one of the recent discords is as follows:

If there is no mechanical reason to be invested in the emotional story at large; there won’t be a real reason to be emotional attached to things in the game either.

– supposed “FKR” discord user

Of course, they’ll then try to do the “I am very smart” argument of citing the Lumpley-Care principle that by “mechanic” they really mean “anything by which you resolve the situation”, but this quote comes from a diatribe against traditional play in favor of storygames, so it’s pretty clear “mechanics” is precisely what the average person would think, not the Forgehead definition.

Now, I don’t think “FKR” as a term is “dead”, or any other such pretentious nonsense, but I think we should have more care in being stewards of this community. It is sad how this term has been circling around the RPG scene for about three years now, and supposed participants of the community still feel a need to play games “as they were intended.”

Despite all of this belly-aching on my part, I want some ideas on how we could be better stewards of this community: positively push forward the actual term, promoting healthy rpg conversation and high-trust tables.

I am thinking of trying to put together a zine or something similar, something I’m initially ripping off calling “Play Worlds.” The idea would be something like GURPS’s genre books, but obviously without the GURPS, and a little less dry. So we’d put together something like “Play Fantasy Worlds” that would be articles, advice, and tools that a table of any experience level could pick up, empower a referee to portray a world (of their own, their tables’, or another’s construction), and give players the best working advice for playing as characters in such a world with high degrees of player agency and the concept of tactical infinity (anything may be attempted, but not everything is as likely to succeed).

Let me know what you think, especially of the Play Worlds idea. Thank you!

10 thoughts on “The State of FKR Discourse”

  1. I have kept secret for some time now my as you put it “Play Worlds” book for supporting GMs and players introduced and supported with an FKR mindset. Proof copies are in and final approval is very close. 120+ pages of system neutral rules, example play and advice. Keep and eye out for late this year for ‘Math Rocks & Funny Voices’ with a YouTube channel to accompany the launch.

  2. I have kept secret for a while now my (as you put it) “play worlds’ book. It is 120+ pages of system-neutral FKR introduction, ruleset, example play, and advice. Proof copies are in, and final approval is very close. Keep an eye out for “Math Rocks and Funny Voices” with a YouTube channel to accompany.

  3. I think this is right on the money, and I think that the concept of “Play Worlds” is one the scene sorely needs right now. One of my favorite examples of this type of thing is in the free kung fu rpg Wushu, which, rather than having detailed rules for gun combat, melee, wounds, etc. dedicates a page or two to a combination of simplified facts, action movie tropes and actual movies and comics all intended to grant a GM or player enough familiarity with say “bandaging a sucking chest wound” to describe and rule on such actions.

  4. Sounds like just the story of OSR again.

    I suspect the issue lies primarily in that our culture of discourse has never really developed a method on how to handle when a newly developing paradigm is expanding into two divergent branches that take the original ideas into new emerging directions.

    Somehow people are resistant to acknowleding that and insist that there still is only the one paradigm that existed unaltered since its inception, and that the two current opinions are simply “right” and “wrong”.

    1. I should note that I am all for further developing and innovative on top of what was. When I was on the more “traditionalist” FKR server, I was continuously recommending people try out Principles Freeform, The Pool, etc. to gain further perspective.

      The issue that has really bothered me is that a portion of the FKR community has never even interacted with the base assumption of “FKR” or even care to do so.

      It’s a common mantra that one needs to understand a thing before you can hack/develop it/whatever. I don’t think you can have your fancy chef deconstructed cheese burger if you have never constructed a normal cheeseburger, so to speak.

      1. What is “principles Freeform, the pool, etc”? As someone who’s looked at FKR a couple times I found it extremely difficult to see an example of play/starter game to try. I’ve asked a couple friends but I just got links to philosophy blog posts, not stuff to try at the table.

        1. So I should note that neither Principled Freeform, nor The Pool are games that easily lend themselves easily to FKR play, if you follow their core assumptions (which is fine).

          Principled Freeform is a term the Bakers and Emily Care Boss and folks used to describe a form of GMless freeform that had some regulation of authority, and The Pool is an RPG where players manage a metacurrency to succeed at tasks and have narrative control.

          I just note them because I think they show “solutions” or styles that are parallel to FKR play that can influence actual play going forward, to expand our thinking. Not that I think they are good entries to FKR.

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