Old Freestyle Revival Promises an OSR Meets FKR Gaming Experience

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Hexed Press

Hexed Press

Күн бұрын

I saw this posted in one of the Facebook groups that I haunt and I was intrigued enough to reach out to the creator to see if I could snag a copy to review. They were kind enough to send me over a digital version so let's dig into it and see what's what!
Show Notes:
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Пікірлер: 31
@majorbrew
@majorbrew 11 ай бұрын
The slogan I have seen that helps me wrap my head around what FKR is, is "Play worlds, not systems". Basically the GM has a firm grasp on the game world, allowing him to determine when a dice roll is needed. It leans heavy on common sense of the game world, trust in the referee and back and forth communication between the referee and players. Exp: PCs want to bribe their way pass the city guards, the GM knows in this world that the city guards are corrupt and will gladly take a bribe so no roll would be needed to take this action. instead of "I want to bribe the guard and here is my charisma roll" In the end it's a style of play, with that there is a spectrum of how much or little you use it to color your game.
@HexedPress
@HexedPress 11 ай бұрын
Thanks for the description! 👍
@tarcisiolucas5119
@tarcisiolucas5119 11 ай бұрын
Thank you so much for this very nice overview of my material. I really appreciate, and I liked so much all the things were discussed.
@HexedPress
@HexedPress 11 ай бұрын
Thanks again for sharing the book with me!
@sterlingpratt5802
@sterlingpratt5802 11 ай бұрын
You have such a cool-looking game! I can't wait to try it out!
@tarcisiolucas5119
@tarcisiolucas5119 11 ай бұрын
You pronounced my name correctly!😊
@HexedPress
@HexedPress 11 ай бұрын
Whew, glad to hear it! 😁
@goblinrat6119
@goblinrat6119 10 ай бұрын
To my understanding, the point of the actual historical Kriegsspiel context was not that the rules took so much time to look up, but that the rules were not actually corresponding to actual realities of war any more (in *addition* to being cumbersome and clunky and hard to use). i.e. playing the rules was drifting farther and farther away from the realities of the actual thing being taught, and people had found many kinds of strategies that would have been very ill-conceived in real life, but that yielded great results due to the way the rules for whatever procedures worked (or vice-versa, actual military strategies might not work very well). So it was thought that the game would be made much more viable as an educational tool for the military (which is what wargames were used for) by including a referee who was actually someone with real experience in military matters, who would both know the rules and amend them in whatever way the situation demanded. What this meant was that ultimately the people playing the wargame scenario would not need to consider what the rules say about how to win, but only what the reality of the situation was, and attempt whatever approach they deemed appropriate. The judge would then determine the actual viability of such plans (using or ignoring the rules to whatever degree they felt was necessary). Ostensibly a judge would not even need to know the rules if they had enough insight into the actual realities of war, as they would largely be able to determine the outcome of cavalry charging downhill into the flank of a surprised infantry block without needing some book to tell them that this would be a very bad time for the infantry. For the RPG side of things, this implies a situation in which the judge/referee/GM of the game oversees the matters and determines the outcomes of things using whatever procedures they decide are viable and workable for the situation. There is no "big book of rules" they are secretly referencing. Often these are by necessity simple procedures, as you are coming up with them bespoke (or using something created bespoke earlier) as the situation demands. The play procedures are most focused on the fiction, and derive their mechanical approaches from that foremost. For example, if someone attempts to do something, it would be simple enough to say that we can probably determine the outcome by rolling 2d6 and either setting the target number to whatever seems appropriate considering the character and the thing being attempted, or having a flat target number and then giving the character a modifier if one seems to be appropriate.
@benjamin_lundgren
@benjamin_lundgren 11 ай бұрын
Can you also review Kismet by Cezar Capacle, because Kismet inspired OFR. I am curious about this
@HexedPress
@HexedPress 11 ай бұрын
Absolutely!
@halflingshoard
@halflingshoard 11 ай бұрын
Kismet is super cool! It would be cool to hear your thoughts.
@HexedPress
@HexedPress 11 ай бұрын
@@halflingshoard looking forward to checking it out!
@nicholasbielik7156
@nicholasbielik7156 6 ай бұрын
Interesting stuff. I’ve been playing around with some systems inspired by FKR design principles. It occurred to me that one way to deal with armor is give you a small buff to your HP. Maybe just a few points. Light armor could be two points and heavy armor is maybe three points?
@HexedPress
@HexedPress 6 ай бұрын
This is the approach that the MCDM RPG is taking, with armor as bonus HP. 👍
@mhorohello
@mhorohello 11 ай бұрын
Thanks for the video!
@HexedPress
@HexedPress 11 ай бұрын
You’re very welcome! 😁
@saschafeld5528
@saschafeld5528 7 ай бұрын
So you could kill a dragon with one roll of 18+ but it takes him 3 hits to kill you?
@wbbartlett
@wbbartlett 11 ай бұрын
WTF IS FKR? TYVM TTFM
@rikospostmodernlife
@rikospostmodernlife 11 ай бұрын
SMH
@HexploreRPG
@HexploreRPG 11 ай бұрын
TLDR 😅
@lucaspeixotorpg
@lucaspeixotorpg 11 ай бұрын
Really nice video! TLHP has so many great games!
@HexedPress
@HexedPress 11 ай бұрын
Glad you liked it! 😁
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