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FKR – Non-Exhaustive Analysis

EDIT: This post now serves as a Megapost collecting all my posts on FKR in a link tree for simple reference, updated as new articles are written:

Introduction

FKR (Free Kriegsspiel Revival/Renaissance, unless I’m not up to par with current nomenclature) has featured here a couple times. FKR is still having a moment, I’m somewhat associated with it, and I thought having an extra post people can point towards to newbies as an explanation would be at least an interesting contribution to do over half an hour. However, my interest is also doing an analysis of FKR as a concept, which problematic of play it’s meant to address, if any, and how it gets tangled up in perception with different objects like freeform.

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The Eye of the Father

Two Lost Girls contacts.

Rick has quit drinking, and two weeks before the campaign he flushed the “constant test of will” once in his drawer down the gutter. He always just took the trenchcoat to the cleaner, as it is coffee stain prone, and meets the gang in stay home shirts that are somehow spotless. Rick isn’t the greatest PI in the world, but he tries. He shaves his head bald because dealing with keeping a style is too much. He watches the same films on TV every week. He follows sports, but never roots for his favorite team.

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In Mary’s Room

Art by @tp_p_pt.

Advancement occurs in Mary’s room. Sketches of black anatomy, crumbled and manic, replace the fading wallpaper. She apologizes for the mess, but you know from her stoic tone that this is protocol and that there’s no regret in seeing you slip on energy drink cans that fuel her research. She asks you to lay on the unsterilized bed, still stained, and you know from a glance that she sleeps on it, unless she spends one hour too long on the study desk. She will undress to not stain her nice clothes but won’t care to put on an apron. She wants blood on the skin, and a mere experiment like yourself is undeserving of modesty. She does not wash her hands before doing her work. What did you come for? A new bone that tingles near spellcasters, an eye that sees heat signals, the face of the most beautiful dog in the world to enchant the Canine Queen? You leave whatever organ capable of regret in her drawer. Your new insides ache to leap out and devour the passerby.

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Arden Vul Weasels – Session Six Report

The Arden Vul Weasels return. We have a new player and ally!

The Players:

  • Referee: Havoc
  • Lykourga, the Glamorous Threadspinner, an imperial goblin who dreams of being an illusionist – yours truly.
  • Leofwin, Thorchin believer who seeks the truth about the lost gods of Irthuin – spuk
  • Authur, a Wiskinga fighting woman who escaped the fate of a farmer with a sword in hand – dandelionprocessions

We arrived at the general territory of the town of Gosterwick. A huge imperial gate stood before us, distant from the town itself, and Havoc gave us information about the general inhabitants, architecture, the square and the lady who rules it, Alexia Basileon (The Green Lady). She built the gates away from town as if she expected it to grow to that size, and she won her bet so far, trusting that the boom economy of delving Arden Vul will expand it more and more. We met Authur on the way.

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Becoming Girl – Session One Report

Hearts Aglow went on a two week hiatus, which gives me time to do a very short Lost Girls test-drive.

I will first discuss the session itself and then how I went to prepare for it. I will give some of my thoughts as a GM during the report, the rest in the prep notes.

Suehiro Mahuo
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The Regular Girl, The Lonely Girl

A lost girl type and some duet rules.

The girl lost her compass when it skipped from the pocket, right as she jumped out of the freight train. None of the other girls respects her. They begrudgingly take her on missions. The slasher girls are glad someone lower on the pecking rank flew into the nest with a broken wing. She’s fully normal, funny normal, not a hint of the uncanny. They give her a rusty switchblade and a jacket just a bit torn at the sides. Her bicycle is shit if they don’t make her sit in the car’s bed seat where you can feel each meter of the road. She can’t relate to where she came from but she isn’t wanted even here. The other girls look at her journal but she keeps writing it regardless.

A Regular Girl must have Fair Stealth and Average Charisma minimum. She can start with three special items instead of two, as the gang goaded her into shoplifting it to prove herself. She can’t use weaponry beyond level two. Double her received XP at the end of each mission.  She has a bonus for reaction rolls with anyone that isn’t a lost girl (even a Lady of Sorrow will not hate her on sight). Her assistance to other girls during a roll does not count for the +2 limit.

Instead of a supernatural stress gauge, she has a resource stress gauge of two. The other girls can use her money, she isn’t allowed to buy anything for herself. She would feel terrible doing so. If she suffers a mutation of some sort, she gains a regular supernatural stress gauge as well.

In a duet, the solitary player controls a single lost girl.

Instead of the original rules for setting up the gang’s contacts, assume the gang in a duet will have 2 contacts + half the PC’s Charisma (rounded down, no minimum), independent of the other girls’ Charisma. All other gang members are as the PC’s own contacts, and therefore can get obsessed with her. Contacts outside the gang can get obsessed with any girl as usual.

Humans Are weird

The Weird is a category of Western epistemology. For something to be Weird, it must be intruder, it must refuse the easy categories of its eye, and for that it must be a threat. The monstrous is the extension of it.

The Weird in TTRPGs, therefore, is something that is outside the human. The Weird is uneasily contrasted with the Gonzo, and positioned as something that can only be achieved from a point of view that’s rooted, usually, in the mundane, or what was passed into mundaneity by the standardization of fantasy, the so-called Vanilla. It therefore can only exist through an act of reduction, by which the Weird and monstrous acts as excess beyond the lines. This is perfectly fine.

Time and again I see people discussing whether monsters, spells and such should be standardized, or if they should be Weird, with the idea that the Weird is more sophisticated in some manner. The implicit position that I sometimes feel is that, by standardizing monsters, spells and the supernatural, by “reducing” them, they are leaving their rightful place of excess towards a place of normalization. A place that, it seems to me, is destined for humans under this paradigm.

So using human antagonists, human contexts and etc. beyond serving the role of offering players an intelligible way into the game (we are all humans), serves the double function of keeping the non-human Weird. This implies, at least to me, the idea that humans themselves are not weird enough.

Here I use “weird”, lowercase. Humans are very weird. Have you talked to one? Have you seen our works? Have you listened to yourself late at night? Humans are very weird, incapable of holding to their own categories, surprising and mad and rational and passionate. I don’t think we often appreciate enough how weird humans are. Certainly we are doing a disservice to human antagonists and human contexts when we privilege them with the goal of keeping the Weird as excess, therefore in practice privileging the Weird as the cherry.

One of the fun things about reading human history is to see as a small piece of information upheaves all categories you were employing until then, and the manner that instead of seeing contradiction synthesize into a new ordained system you just see larger contradictions enveloping each other. A lot of weirdness upon weirdness.

Besides thinking about how to use humans in order to keep what’s non-human Weird, we can think about how to use humans in order to keep everything lowercase weird, because human weirdness is charming, surprising and passionate. “Why would I use an orc when I can use a human?” is a multifaceted question that can imply both “why would I use something Weird for the role of a mere human” and “why would I use Weird when I can use weird?” I think both Weird and weird have their place in the same campaign, and the low-key weird of humanity is very comfortable. Don’t use humans to keep monsters special, use humans because people are bizarre.

Instead of thinking of a monster that was once a human and turned into a giant bird, we can think about a community of humans who learned to fly by dressing in robes made of peacock feathers, and it’s their weird humanity that allow them flight instead of becoming part of the Weird.

So yeah, humans are weird. Maybe we can make our bestiaries more about weird humans, but just humans.

Death to Complex Tools (+Arden Vul Session 4 Report)

I will start with my notes, because I have a small point to make even if you aren’t interested in the session: I hate big tools.

I have never used a VTT for online gaming, and hope I never will. I have seen people using them, and it made me decide to never use them. I think that if you are playing online your tools should not be more of a hassle than what you would use in person. Whenever I see someone looking at a VTT, more power to them, but if I can make them use some shared sheet app like Google Sheets and a whiteboard like tl;draw, I will.

The time one spends setting up a VTT seems to me time that could be used for literally any other activity that would greatly improve a game. Exercising and sleeping for better physical energy during the game, cooking a nice meal to yourself, reading a novel or non-fiction for ideas, prepping more notes about the scenario, refining downtime resolutions, anything. The hobby is cheap, so I am cheap about it.

Today in Arden Vul, we shifted to Mipui, which seemed like a more advanced deal better to carefully map such a complex dungeon. We, 1/3 into the session, decided that returning to our whiteboard was better than dealing with the rendering and complications of such a delicate tool. The simpler tool gave us no issue. I also offered to organize the character sheets in Google Sheets for another campaign that’s starting; I’m not nearly as brilliant as Havoc is in setting up aesthetically pleasing Google Sheets in a way that matches the automatization instead of getting in odds with it, but anything feels better than to deal with any VTT or service created directly for TTRPGs.

Nothing done in the computer should be more complex than the paper we would use around a table. I’ve seen people do incredible things with VTTs, but to me that’s more on their own merit for getting creative energy out of doing it than speaking of the tool’s utility. I respect them, I do not respect the services.

Continue reading “Death to Complex Tools (+Arden Vul Session 4 Report)”
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