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Without even looking at other answers to the thread, I'd say it's some kind of RPG utopia: no rules at all.
Of course, without rules there would be no need for a GM, either. So, no GM. Just a bunch of players who get together to tell a story, based on a given setting.
That would be HEAVEN.
Unfortunately, all the players would have to agree most of (or all) the time, or else it wouldn't get past the first scene...
Posted By: Matthijs(In a recent thread about freeform on Knife Fight, "What's your reaction to the word 'Freeform'", I ended up with the understanding that "freeform" carries with it so many negative connotations that I don't really want to use it online anymore.)
Posted By: Mike HolmesTo whit, "Freeform" in the LARP sense is pretty well defined.
If looking for a useful definition is not what you're looking for Em', then let me ask... why is it you ask the question? If you can answer that, we can probably give you better answers.
Freeform tends to invoke procedural methods to break out of dead-ends (resolve blocking? provide prompts?)
Posted By: Emily CareYes, is it the consistency that makes Dogs mechanical, vs a group playing freeform using the same rule?
Posted By: jenskotFreeform: "negotiate or if you want, use the rules"
I'm not sure if a game is freeform or if how you play the game is freeform.
Posted By: Emily CareThe other part, for me, is that it's the area of design I'm interested in forwarding.
Posted By: jenskotFreeform: "negotiate or if you want, use the rules"
Posted By: Alvin Frewer
Freeform: "Negotiate, negotiate, negotiate."
Posted By: Mark WI think the true "freeform" in the sense the term is used most frequently is envisioned as having absolutely no overt, consistent, repeatable structure - it's all improv, all the time.
Posted By: jznPosted By: jenskotFreeform: "negotiate or if you want, use the rules"Posted By: Alvin Frewer
Freeform: "Negotiate, negotiate, negotiate."
Jenskot's is closer to what I think of as a freeform rpg play. The crux of the definition is that when you reach an impasse in negotiation, you go to the system. If not for that aspect, the freeform distinction would be much cleaner than it is turning out to be.
[Apologies if this post comes across as too offensive. I'm quite jetlagged and maybe not on my best side.]
For me, free form is about being free to make up the rules/mechanics/guidelines (=form) that will help you tell the story at hand. Initially, I thought of freeform as rule-less roleplaying, but I quickly realised that it was (much) about eliminating dice rolls or other arbitrary resolution mechanisms that stood in the way of story telling (= not just simulating the outcome of what happens when five knights take on a mission.)
As our stories grew up (we killed off the idea of the party, and that of the quest, and moved them to places we could relate to), resolution mechanics weren't needed anymore because that wasn't what the games were about. And if talking your friend out of jumping from the bridge requires dice roll, it isn't role-playing anymore. Story concensus decides. Which is done implicitly by all players and GM all the time.
As we learned more fancy words, I think we (we being some Jeeps) realised that freeform had a lot to do with conveying a message or having a premise. And that freeform was about helping you get that across, or "protecting the premise". And free was about being free to use whatever (shady) methods you needed to do so. Tailor the form to the story. Make sure that the game's drama was the one you wanted.
If a game is about how love is fickle, then it (can) make a lot of sense to roll dice for falling in and out of love. If a game is about how little time we have for ourselves in our daily lives, then a time token system (although I would personally have preferred a more organic approach, and an egg-timer) makes sense.
I love the example of turning back to Rivendell because you didn't bring enough rope. 99 times out of 100 that sucks in a bad way. But there will be a game where this is the essence at some point, and then equipment lists and having to buy equipment for money is all going to make sense to me again. A game about how pointless figting is in roleplaying games should adopt the Role Master rules immediately to achieve the right meta-play effects.
IMO, freeform games are far from rule-less although I think that they seldom use traditional table-top rules, like resolution systems, etc. Naturally there are obvious social conventions which are developed in every freeform community, but also game-specific rules. An implicitly understood game-specific rule from an old game is this:
This scene is about being miserable; it is only okay to add good things to the game if they are immediately lost.
Is Diplomacy freeform? Not necessarily, but I think it can be played as such. Any game, even Vampire, can be played freeform style if you start by throwing the books away and keeping only the stuff you've internalised that is not going to be an obstacle to your play. The game's form can greatly be supported by resolution mechanics if they add to what the game is about.
I like what Mathijs said: "No numbers. No resource management. Minimum amount of bothersome mechanics." I'd like to add just as much numbers, resource management and mechanics as is needed to convey my message or keep the game focussed on the premise.
Faerieloch said "that in 'freeform', it's never a question of whether you succeed, but how."
I think that is true, but that should also be true for any good system in a roleplaying game (as opposed to task-resolving games or simulations). A lot of people have misread this as "in freeform, you always succeed", but it should really be read as, "things might not go as you like only when there is a good point (story-wise or meta-play-wise) for them not to. Then anything might happen."
In my experience, Alvin Frewer is right that "the players figure out where things go", because that is the smoothest and most unobtrusive way of playing. Freeform is story-focussed, which encourages ignoring (traditional table-top) rules and other things that detract attention away from the story.
The reason why I like to have a GM still is to make sure things are not too free to go wherever they want to go, but where the game at hand wants to go.
Maybe I'm coloured by the fact that in Sweden, all role-playing experimentation was done in the freeform scene, and thus anything that is weird must be freeform :-) I don't know.
Rougly: instead of free as in free of the shackles of simulation games (like D&D), I say free as in Indie or free as in do what's best for you.
--Tobias
Posted By: FaerielochI must agree with Roger in the sense that, if there's no conflict, there's no story.
"Modernist manuals of writing often conflate story with conflict. This reductionism reflects a culture that inflates aggression and competition while cultivating ignorance of other behavioral options."
-- Ursula Le Guin, "Steering the Craft"
Posted By: Dave HallettIs this freeform? Or have we "broken" it by introducing a random element?
Posted By: LxndrMy definition of freeform is closest to Mike's I think: A lack of repeatable, mechanics is what defines "freeform play" for me. Once you have mechanics (which Mike also defines fairly well) that are usedand re-usedon a regular and consistent basis you start to have form.
Posted By: FaerielochI must agree with Roger in the sense that, if there's no conflict, there's no story. I think, even in "freeform" there needs to be conflict, a reason for the characters to be doing what they're doing. Otherwise you end up withCanner RoworThe Grapes of Wrathwhere the characters all say "yes" to the storyline and are powerless to fight back.
The definition in my head for freeform is System without mechanics. It's playing without a "net." Once you have mechanics - something to fall back on besides negotiation, you are not playing freeform anymore - you have yourself a net.
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