The free-kriegsspiel revolution (or FKR; sometimes free-kriegsspiel roleplay) has been getting a lot of attention lately, which seems inevitable given renewed interest in the pastime's wargaming origins. But this style is far more than the minimalism it's known for. Instead, imagine that complexity is transferred from the rules to the narrative. This is free kriegsspiel in its purest form, and one most aspiring products fall short of by necessity...
Enter Arsenic & Old Lace by Tainted Edge Games. This release doesn't shy away from narrativism, embracing its promise by way of an evocative (and overlooked) backdrop; namely, The Thirty Years War, noting that this isn't history as it was, but how it was believed to be, complete with its cunning men, wise women, and mercenaries hardened by the endless conflict plaguing the land. It's an adventurer's paradise.*
The book is laid out like a period handbill, with woodblock-styles artwork to heighten the game's atmosphere. Narrative is everything, which includes the visual; and after an explanation of the system's core premise, the reader is offered a list of suggested readings (and viewings) to further reinforce the primacy of narratives as the guiding light of this approach. From here the rules proper begin, in keeping with the FKR spirit...
Characters each choose a vocation, including the aforementioned cunning men (and wise women) and mercenaries, but also thieves, witch hunters, and woodsmen. Each is offered as a descriptive narrative. What can they do? Whatever their definition allows for. And how is success decided? By rolling against a target number set by the Storyteller (a variation of the GM), supplemented, for added flavor, by some mechanical flourishes...
Resolve is a combination hit points/spendable luck point provision You spend it staying alive and/or improving dice rolls. Destiny is granted at the onset of an adventure and otherwise accumulated whenever the character rolls a natural 20 (we love this). Spending a point of this turns a failure into a success, albeit at a price, adding additional nuance to the emerging storyline. What happens? Ask the narrative. Does it work? Roll the bones...
From here the rules veer into seven appendices, covering everything from random encounters to potential spells. Magical effects are negotiated with the Storyteller, but with narrative (and historical) guardrails to impose balance. There's a total of three charts, extraordinary even in rules-light fare, and no monster lists (most enemies are human anyway) because imagination, through the narrative, is enough to give them life.
Of course, all of this relies on the same high-trust dynamic characteristic of the OSR in general; but taken to a whole new level. Narratives are rules, and rules provide the atmosphere expected of a simulated reality. Rules serve at the pleasure of the narrative, which means the perfect FKR just might read like a good story. Arsenic & Old Lace exemplifies this style, making it an essential addition to any FKR collection...
*Yes, it has black-powder rules and would work nicely with Barons of Braunstein.
I am loving the FRK ideals I have seen in games, but honestly I struggle with them. Which is odd, given my love of systems like P&P, WBFMAG, etc.
ReplyDeleteIt absolutely requires a certain mindset...
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