- Abstract the system from the players
- Immerse into the shared fiction
- Play worlds, not rules
Worlds before rules states that the setting and how it works is the most important. In the world, how do things work? What kinds of stories are told in it? What are the common themes and feelings? A shared understanding between everyone allows the mechanical rules to fade to the background as everyone brings the fiction alive.
Roleplay at this level is like passing a notebook around the table, taking turns to write the next few lines of the story, while everyone shouts ideas for what might happen next. This immersive hivemind style of storytelling is what keeps me coming back to the hobby.
FKR is conflated with no-rules, almost make believe, play. Where the game master has all the pressure to figure out how to rule different character actions using their own knowledge and experience. The system being ran is in the head of the game master.
Instead, we select or craft game mechanics to reinforce the world. We use it to create a layer of shared understanding. Discuss how something might be ruled and provide a consistent ruling. Conversation to figure out how something might resolve is important, but too much takes us out of the fiction. Mechanics allow scenes to flow.
Any system can be used, even something as heavy as 5e. But lighter systems are simple to understand and are easier to meld into the background during play. They leave room to tinker with and pull in mechanics from other systems to model whatever is important for the world and fiction.
The rules are guidelines. The game master has final say on how to rule something. Abstracting the system from the players facilitates this. Not the entirety of the system, players should at least know how resolutions work, but any intricate details and edge cases should be handwaved and left to the game master. However, this requires trust between the players and the game master. The game is about coming together to tell an interesting story.
The Free Kriegspiel Renaissance is a style of play that can be applied to any roleplaying game. It is not a genre of games.
This is my approach and commentary for a virtual Discord session I ran on 22 May 2025, from inception to key highlights from play. An application of the FKR ideas for running a session.
My primary campaign fell through the night before. But a last minute Discord ping to my wider play group allowed us to pull together enough people for a one-shot.
However, we're scheduled to start playing in 3 hours and I estimated having only 15 minutes of real prep time at my computer to put together the 2 hour session. We land on running a spooky surreal modern game. Yikes. Lets dive in.
Prep comes in 2 stages. Stage One is the mess of physical and digital notes with inspirational media. Stage Two is the shut up and sit down phase where we pull everything into what we need to run the game.
For refined work, the 3rd stage is editing, but we can do that in the moment. A large volume of raw content provides flexibility.
Normally, Stage One takes place over days, weeks, or even months. These are all the little ideas that are drempt up and worked on in the background of our everyday tasks. These are the things that keep us awake during dry work meetings and far into the night. Our unconscious mind iterates on the ideas for us.
I had 2 hours.
But, we do have some massive advantages. Modern games are great because we're living the world we're trying to model. The shared understanding is 80% there. It's not some made up fantasy world with dungeons and dragons in them. We were also gifted the Quinns Quest Review of Delta Green 2 weeks ago that is still fresh in my mind. It had some solid surreal horror ideas in it that left me inspired.
Deadlines force prioritization and keep us focused on producing something that's good enough for what is required. Given our timeline, where do we put our focus?
- The World
- Feelings
- Scenes
It's easy to improv when we're intimate with the surrounding material and the kind of game we want to experience. Focus on preparing what you need to improv well instead of session content. The answer will be different for everyone. Players should do this too, a handful of improv notes on their character sheet goes a long way towards roleplaying the character. The scenes are for if we still have time without going overboard. A few bullet points about the purpose of the scene and what the players are trying to get. A brainstorm to reference for how to invoke the feelings we're going for.
Lets invoke some fear and uneasiness. I'll start with the system since I have a staple go-to when I'm in a crunch like this. Knowing my players, they all have multiple years of experience with 5e. Knave 2nd Edition by Ben Milton is an easy choice. Same general mechanics, just simplified. Light enough for us to twist to fit our needs. Someone who knows 5e knows what 11 AC and 10 HP with just a pocket knife as a weapon in a world with guns. The system's mechanics play into the fear.
I start them off with a random amount of pocket cash, lets say 2d100. I'll have them roll on the d100 background table and I'll modernize whatever they roll. I cut out the item slots and all the fantasy elements. Nothing takes you out of the horror like looking at your spreadsheet of items and figuring out logistics. Since there are no item slots, I give them 10+CON HP. I go with my standard d6 ranged damage and d8 melee damage for any weapon (d4 unarmed), but guns are guns so they will do 2d6 instead. A gunshot should be scary and a firefight lethal.
The system took a few minutes to think about so we have the majority of the time to think about the story. Keeping it simple, a bunch of 20-something year olds get together for a weekend roadtrip to the beach. On the way, they stop at a small town to camp. Making up the high-level details, the players started a fire 12 years ago that killed a supposed cult leader. The players don't remember. The town buried the event. Maybe we can give them some flashback scenes, like they go to the camp site to sleep and everything is pretty much normal, but when they wake up they find out the campsite was burned down and abandoned and they are trespassing. I jot down these high-level ideas. We'll figure out the specifics during play.
I like doing async information between players. Beyond just having players with Knave 2e backgrounds, lets give them each a role to jump into the story with. Like a camper/climber that initiated the camping part of the trip, a driver that owns the car they are all in, and lets have a druggie that is the planner and leader of the group that organized the overall trip.
The last piece I have time for is the opening scene to set the tone for the session. It throws the players into the world and says "Go have fun!". I landed on having a cop pulling them over for no reason. Have the cop be creepy, pushy, and searching for a reason to lock them up. This works well with the druggie in the car with hidden drugs that the others don't know about. To lay it on, we should have the locals start to gather and stare at the traffic stop. We'll see where the players take it.
For my opening scenes, the players didn't choose to get into the siutation. So I try to take an easy on them and use them for world establishment. Sure, they can mess up and end up in jail or a firefight, but the intent is to show them what the town is about and to establish that unsettling mood. As soon as they pull away from the stop, the gloves come off.
An hour before the session, I have 15 minutes to pull all of my notes together into a 2 hour session.
I start with tlDraw and create a private game master board and a public table board to use as my virtual tabletop. I like the chaotic whiteboard layout for pulling my notes together instead of text documents. I write down some location ideas as stickynotes in tlDraw and come up with the name Pine Hill for the town. This takes about 5 minutes.
For the next 5 minutes, I start looking for some location images to see how easy it would be and turns out Pine Hill is a real place in New Jersey. I start going around in Google Maps picking out locations and images from the area. Images and other media are great for setting the tone and feel for the game. I rework my locations based on what I found and place them in tlDraw to make a map. I put the locations where I want them, not where they are in real life, then use the real roads as inspiration for drawing a few lines to represent the roads and where the campsite is.

I spend the rest of my time looking up techniques cops use to pressure people into letting them search their car and how to catch lies. I write down a few ideas to reference for when my players fight back.
I have enough to start the session, I'll have a few minutes while they create characters to jot down any other ideas that come to mind.
At the start of the session, I send out the link to tlDraw and type out the character creation instructions so they can be self-sufficient. As they develop their character details, I create a sticky note for each player to put near their face on Discord. I like having critical player details right next to the players' faces as they talk, especially their name and how to pronounce it so I can refer to them as their character naturally during play.
During character creation, one of my players rolled a fortune teller. She started asking questions and fishing for world details related to it. She decides on being a Tarot card reader and asks if her character's visions are real. I deadpan say "Yes, they're real." while I side message my other players on Discord saying that their friend believes the readings are real, but they haven't seen any proof despite their claims. But they support them because they're friends. Again, I don't have any of this prepared and I haven't even thought about it until I was asked. I'm playing into the details the players are interested in.
I'll spare you, perhaps more so myself, the details of the entire session.
During the initial traffic stop, the officer taps the trunk of the car to ensure it's closed. Standard procedure. The officer has nothing, so I start spewing some nonsense about an out of state car with a bunch of teens in it going to a small town camping site. Just want to make sure you're all safe for the weekend. Then the officer starts to ask about anything dangerous in the car that he should know about. Any drinks or drugs?
The driver asks about the body cam. I didn't even think about body cams when preping. On the spot, I tell the players that he has one, and that the driver doesn't see the recording light on. The driver asks in character and the officer lies, saying that it is recording.
Questions drive detail. The scene, world, and game grows towards what is interesting to the table. The rest is glossed over.
My druggie player starts coaching the driver, telling her that she doesn't need to answer details about whats in the car. I use that as a point of escalation: "Execuse me, I'm talking to the driver right now. Ma'am, you have nothing to hide, right? Just step out and let me have a quick peek and we won't bother you for the rest of the weekend."
A subtle threat, but enough to get the druggie to make sure the driver doesn't get out. He speaks up again. The officer grabs the license and registration, calls for backup while there, then walks back to his car. This gives the players more time to chat about what to do next and for me to think about what to do to them.
As the game master, it's my job to facilitate and guide the session to allow the players to play their characters. The story, like any creative work, takes a form of its own that we all contribute to.
I wait for the players to start to get into a deeper conversation about planning what to say and do. That's when I have the 2nd cop pull up and the 1st get out of his car again. I disrupt their conversation to set the timer as the officer approaches. This gives the players a rushed few seconds to get their ideas out to each other.
I describe the officer touching the trunk again to ensure its closed. The druggie player's face lights up and I see him write something down in his notes. I make a mental note that the cop just planted an AirTag on the back of their car. I didn't have this idea during prep. I'm just playing off of what my players are giving me and the world and feelings we're trying to invoke. Having surreal stories and ideas at the top of my mind helps me improv things like the AirTag on the fly. Time spent immersed in the world is valuable prep time.
I don't do this every time. Sometimes I have something planned and the player is wrong, sometimes there is nothing to find, and sometimes I steal or augment an idea based on what the players are talking about.
After the traffic stop, the druggie tells the driver to pull into the next parking lot so they can see what the officer did. They don't need to roll to search the back of their car, they just find the AirTag. I only ask for a roll when there is risk and uncertainty.
From here the session continues on. The druggie wants to go to the police station to file a report based on the traffic stop, the driver calls her dad to rant and ask for advice, and the fortune teller decides to go with the druggie. They happen to be a 3 minute walk to the police station. They do what every good party should do, split it. The driver stays behind to talk to their dad. As the others reach the police station, I have the cop return and park across the parking lot from the driver and the session starts to write itself from there.