Friday, October 8, 2021

Arneson Gaming

I guess FKR is suddenly cool because some dude named Ben started talking about it, now the little kiddos are fawning all over it. Welcome, we have been here for quite a while.

I made this (oddly) on September 11, 2019 and I honestly cannot recall if I shared it or not. I have uploaded it to itch so you can have it stored in your 'library'. This was my attempt to create something a modern player might accept that is still close to what Dave played. 

So yeah, this probably isn't even close.

Check it out here: https://mattjackson.itch.io/arneson-gaming

Go watch Secrets of Blackmoor, might learn a thing or two.

9 comments:

  1. Checked out your itch.io link - was there supposed to be a PDF?

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    1. Yes. Thought I uploaded it...maybe they sure need up, maybe I'm an idiot...

      Either way, it's on there now.

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  2. Thanks for sharing this! The older I get, the more I prefer simpler rules systems.

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    1. I as well, as the years go by, the less I want to read pages of rules.

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  3. I don't get it, are you pissed that someone with some visibility made a larger number of people aware of FKR's existence?

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  4. I really like this game you've put together! Reminds me a bit of what I hear MAR Barker's "system" was towards the end. Never heard of FKR before. New rabbit-hole for me!

    Have you ever heard of Questworlds/HeroQuest by Chaosium? That's my usual "minimal" gaming rules these days.

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    1. FKR is interesting. I find the idea exceptionally liberating as a GM but I have seen players struggle with the idea of all that freedom and how to translate what is on the page into what they can do. I think if you paint it as a one-shot, your chances of getting players to go along is much better.

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    2. This is what I call the "empty-page problem." It's the same for artists and writers, where the sheer POSSIBILITIES of an empty canvas are too overwhelming without some kind of orientation.

      Perhaps this is too technical an observation, but one thing I find interesting in this approach is the new kind of attention that it brings to whatever the main "mechanic" is. After all, with few exceptions, most games in rpg history up until this point have either a roll-high or roll-low mechanic, with numbers or dice modified up or down based on rules or circumstance. Within that framework, most games have a maximum of two or three interesting tweaks to the general rule concepts pervasive in the genre. The FKR approach could, I think, really bring a lot of attention to the core "activity" in each game (since there seems to be only one core activity), potentially allowing for even more creative innovation in gaming.

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