FOLK REALIS play report: session negative-one
some manifesto type shit for ya
I made some new IRL friends recently and there's talk of playing TTRPGs.
Often when a game text instructs/encourages/begs me to modify it for my own ends, I delay doing so. I need to first experience the baseline, I say to myself. Only by understanding how the game works can I know what modifications to make. And anyway, don't I want to see that it is fun on its own before I go investing effort into modifying it?
I've come to grips with the rules-lawyer side of me. I'm a designer, I'm interested in how these things work and I want to give them a fair shake, so I have found myself dragging down the fun of a session by insisting that actually, you already used your bonus action or technically, there's no inventory slot smaller than 1/3rd, or whatever. Recently I made the active choice to shut the hell up about this and it improved not only everyone else's experience but also my own.
Designers by and large understand that referees have plenty of leeway to rebalance around extra actions and stuff like that. And anyway, when the text smooths over a rough patch, it's things working as they should, but when a person does it, when someone you know does it, it's care. You should let people care for you sometimes.
I've played a small handful of what's known in my circles as "black box" sessions, where the players don't actually know the rules of the game, but the referee does. (In 1977 I guess they called it Kriegspiel. See Tamlyn's letter in Issue 10 of White Dwarf. Can you tell I recently read The Elusive Shift?) I love this. It really curbs my rules-lawyer instincts, and it strips away the abstract tactics of "playing the system," leaving you nothing with which to play but the fiction itself.
Realis is a game about Sentences. When I first read FATE, what struck me most of all was the notion of just writing down the important things, be they tactical objectives or character traits, on a shared document for all to see, and then leveraging those things either as a referee or as a player, to achieve some goal or other. And Realis is this idea taken to its most elegant form yet.
Realis is so straightforward with this, that I genuinely expect to be able to teach the basics within about 5 minutes and then barely if ever actually have to elaborate on the rest. It does have one thing that bugs me though, called Honing, and if we were playing a version of this where everyone has the book and references it then it'd be a harder sell for me to just excise this from play entirely, but we're not!
So: Black box Realis? Well, that's not really possible. The game does require a degree of player interaction with the mechanics because the mechanics are the fiction. That's fine but we can do something like folk Realis. As of right now, I'm the only player in my group-to-be who has the book, and I mostly intend to keep it that way. I don't even want to reference the thing at the table if I can help it, and I think I can.
One of the pieces of advice the game gives is to run a Session Zero before you really build anything and I intend to do so. Nevertheless I've gathered some inspirational material, and in so doing I've realized (heh) that I've been intaking a lot of media lately that falls broadly into this genre of space fantasy, planetary romance, whatever. Here's some of the stuff that's going in, probably!
- SAGA features a loose organization of bounty hunters I like, one of whom uses a funky weapon. I think I can turn these guys into a faction. It also has the incredible Lying Cats, which are cats that say "lying" if you tell a lie around them. It has a short arc on a moon that turns out to be an enormous egg. It has journalists? These days I am losing faith fast in the power of journalism, but Realis also has journalists you can play, and they have a place in one other inspo piece as well, so maybe there's something there.
- FLARE CHILDREN adapts Garamondia's Barony setting for a space fantasy and it's just wonderful. I won't be using all of it but I can certainly reimagine the Suzerainty from Realis in a way that aligns with the Barony in Flare Children. I may adapt the Image Game, the Material Heaven and Hell, and the Warbodies, but I'm sure I'll adapt the rich sense of place and the way that regions within the empire are allowed full reality that other places are denied.
- TEIXCALAAN similarly explores empire in space and from a very words-focused perspective, which is highly in line with Realis. I intend to rework the cannibal weirdos from Realis to be like the Stationers from Teixcalaan, and to use the "barbarian" notation for the uncolonized. Bureaus like Information and War, maybe. The eerily synchronized Sunlit police, probably.
- GUARDIANS OF THE GALAXY has impeccable vibes when it comes to living in the wake of a huge war, grinding out a living in the gaps, and visiting the most incredible parts of space. It also has Cosmo, a dog who was launched from Earth by the Soviets and now runs a huge space city. And it has a wild moment where the biggest peacekeeping supercomputer decides that shit is just too fucked and it has to leave the galaxy forever. Maybe hard to excavate around the explicit Marvel references, but maybe that's not even important really.
- RHIALTO THE MARVELLOUS sees the titular wizard squabbling with his magical familiars to evoke spells, visiting a moon that just has one guy on it, and so much more. The vibes on this are so unique. I hope to make the Magicians into a faction somehow.
- KILL SIX BILLION DEMONS has a great set of bustling metropoli in weird places, tons of freak aliens, and a collection of superpowered cultivator types who are just so scary. Also love their Angels and hope to include at least one.
- THE MANDALORIAN shouldn't be overlooked for its treatment of a hero who's a member of a mysterious elite fighting force that everyone thinks they know but nobody actually knows. The melancholy and momentum you get from the Mandalor stuff in here is really great. Can I make the Mandalorians a faction? I don't know. Similar angles on colonialism and revolt that you see in Teixcalaan and Flare Children and Saga.
- LAWS OF THE LAND seems like a great way to spin up moons for this game. I think once I start I won't want to stop.
So yeah! I don't know what shape this might take, but I should be finding out soon!