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