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Morrus on... Races
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<blockquote data-quote="RHGreen" data-source="post: 5825029"><p>I think the problem comes from the grating of finding the right balance and synergy between mechanics and fluff.</p><p> </p><p>Fluff by its nature is almost formless like pretty wispy pink smoke. It's nice to look at and can randomly become anything you can imagine like an animated Rorschach test. It is open and chaotic, but on its own has little solidity, meaning and value. Inbridled fluff can make it so that all the players are playing a different game at the same table. Too much fluff emphasis can turn a roleplaying game into a teddy bear tea party.</p><p> </p><p>Mechanics, on the other hand, are fixed and solid. They give the game meaning and sense. They give a common ground between players and DM. The mechanics make it so everyone is playing the same game. The problem with mechanics is they stunt imagination by providing boundaries, or creative cages. Too much mechanics emphasis can turn a roleplaying game into a board game.</p><p> </p><p>So:</p><p> </p><p>'Race Doesn't Matter' = 100% fluff - or meaningless wispy smoke.</p><p> </p><p>'Race Absolutely Matters' = 100% mechanics - or creativity killer.</p><p> </p><p>So I think I'd have to disagree. I think there should always be a balance between the two things.</p><p> </p><p>What kind of balance I'm not sure. But that's why I'm not woking at WOTC. And I'm glad because I can't think of a job that's worst than theirs, except politician, where you can't do anything right. If how good you perform is based on opinion rather than fact you can never win.</p></blockquote><p></p>
[QUOTE="RHGreen, post: 5825029"] I think the problem comes from the grating of finding the right balance and synergy between mechanics and fluff. Fluff by its nature is almost formless like pretty wispy pink smoke. It's nice to look at and can randomly become anything you can imagine like an animated Rorschach test. It is open and chaotic, but on its own has little solidity, meaning and value. Inbridled fluff can make it so that all the players are playing a different game at the same table. Too much fluff emphasis can turn a roleplaying game into a teddy bear tea party. Mechanics, on the other hand, are fixed and solid. They give the game meaning and sense. They give a common ground between players and DM. The mechanics make it so everyone is playing the same game. The problem with mechanics is they stunt imagination by providing boundaries, or creative cages. Too much mechanics emphasis can turn a roleplaying game into a board game. So: 'Race Doesn't Matter' = 100% fluff - or meaningless wispy smoke. 'Race Absolutely Matters' = 100% mechanics - or creativity killer. So I think I'd have to disagree. I think there should always be a balance between the two things. What kind of balance I'm not sure. But that's why I'm not woking at WOTC. And I'm glad because I can't think of a job that's worst than theirs, except politician, where you can't do anything right. If how good you perform is based on opinion rather than fact you can never win. [/QUOTE]
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