1/2 Trying to summarize #FKR (what I call #OARP) for purposes of an introductory document is surprisingly slippery. The problem is you have to address all these assumptions about how role-playing works that readers will project into the explanation. So I'm spending more words explaining what it isn't than on what it is.
2/2 The three core #OARP precepts , as I see them:
De-gamifying: playing the world, not a rules set (this is where most of the "isn't" comes from; really amazing how wide and deep expectations of gamification have become, and not just in games).
Decommodifying: approaching the experience as something you create, not consume.
Independent Imagination: bit of a follow-on from above, legitmacy/authenticity of the world as created by the table's efforts, not an outside authority.