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Showing posts from August, 2022

Designing an FKR game (1)

I might be wrong, but I think I design FKR games. I'm going to talk here about how I have tried to do this in my game  Revealed Wrists.  I'm going to begin in this post by considering by what I mean by an FKR game.  Revealed Wrists is a game about noble women in medieval Japan. I call it a game of 'aesthetic intrigue' as your characters will scheme for the expresses' reputation using knowledge of taste and, well, aesthetics.  It doesn't specify any kind of system, nor does it specify if it is a solo/group game. In some respects, it doesn't look overly like what are normally thought of as FKR games. People might assume its a story game, but it also has no moves or tokens or any meta tools at all.  What makes this an FKR game in my-mind is that it tries to embody the 'Free' element of Free War-play (FKR). What does "free" play mean? Around the birth of the FKR discords, I wrote something in the ' The Neverending Drachenschwanz ' which...

Where things are doesn't matter: Conceptual Mapping in RPGs

Can we map where a thing is or its dimensions when playing RPGs? I'm not sure we can.  There's been a certain amount of discussion recently about the idea of conceptual mapping in RPGs, mostly inspired by the comments in this video on Video Game design . The general idea is about applying a version of our understanding on how we form cognitive maps in our minds (imagine how you know the way to your nearest shop or back to your hometown).  Taking that and applying it to designing levels in computer games. Raccoon Medicine has started an excellent series on thinking about the same ideas in terms of designing and running RPGs. I am not going to do the same because they are doing it better than I and you should head over and read them. For this post, I looked at some actual plays (using the same as I used in this post on narrators ) to see if I could identify evidence of this kind of mapping when players were moving characters. In short, I didn't really find it, and I am now no...