Are you a refluffer?

Its a long way from D&D specific either... But I am quite glad D&D does ship with Fluff (HERO takes too much work because its skinless == oooh, eck ).
Fluffing on the fly can be tricky ... had to do a bunch of that one time with demons invading through a portal scenario (back in Stormbringer).
 

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I would have to say no. Requiring a refluffer would indicate that the current campaign fluffers are not doing a proper job and the game has grown limp and uninteresting.
 

All. The. Time.

How else are you going to use the same old tricks over and over again, without the players becoming bored and disinterested?




An amusing anecdote:

Years ago, I had a player with a high level Wizard boggling and gushing about snagging a particular spell from an enemy NPC's spell book...

"He swipes his ceremonial dagger through the air. As he does so, you can feel a long cut open up, dribbling blood down your chest, even though your armor is untouched."

...The spell dealt a modest amount of automatic damage to a target at long range with no saving throw and no attack roll required, and he just had to have it. A Magic Missile sounds pretty impressive, when you don't just call it a Magic Missile.
 


Yes I do.

I have come to hate the word fluff. Everytime I go into a description - canned or original one of my players pipes up, "Shhhh, he's fluffing us!"

Sounds like you have a very tactically minded group there. I don't know of many players who would object to a good fluffing. :p
 

I once ran a 3.5 D&D campaign set in a mythical Japan, in which Shinto was literally and visibly true--divine magic meant speaking directly to the kami of whatever you were affecting, the emperor was literally descended from Amaterasu the sun kami, etc. I reskinned every single thing in that game, down to the smallest detail. I replaced the standard races with races from Japanese myth (some from Oriental Adventures, mostly not), replaced the monsters with Japanese monsters, changed the names of the classes... not one thing, besides the core mechanic, was left untouched.

It was hands-down the most rewarding DMing experience I ever had in D&D. I strongly recommend that anyone who loves D&D run a "total conversion" campaign, at least once.
 


I'd strongly object to a good fluffing from any of the guys in my group.

Maybe we're just not beautiful enough.

In that case then I'd suggest they take ya out for a nice dinner first, and then just keep the lights down low for the rest of the evening.

It that doesn't work try something like Downy.
 

No.

While things like changing the description of someone casting magic missile is neat and all (and that was a rather neat refluff of the spell earlier in the thread!), IMO it leads to the setting losing internal consistency and cohesion.

There are things that exist in the world; magic missile is one of them. When someone uses it, the characters should be able to recognize it, if arcana is one of the things they know about, because that's how things work. While it might appear slightly differently, there is no way to mistake the effect for another one. If you start doing this willy-nilly, it completely - IMO - nixes the players' ability to plan and identify threats. They have no idea what's going to be thrown at them, so the world becomes - from their view - chaotic and disorganized.

As a corollary to this, I will make new stuff up whole-cloth if what I want doesn't exist. But I will not try to pretend and/or trick the players into thinking it's something else, and if the characters have the means to recognize it, I will give them the chance to do so.

But I will not take something and redress it to make it "neater." I work with the tools I'm given and/or make, and work within those constraints. In my mind, it makes for a far more interesting experience, because the players know that I won't change things up just to make things interesting; they can rely on the idea that if something looks like a duck and quacks like a duck, it is - in all likelihood - just a duck.
 

I also refluff quite a bit, both as a DM and a player. There are definitely some people who don't understand that the mechanics are the important part of the powers, not the fluff pieces.
We started a Ravenloft game last week. One player had been complaining that he couldn't make a Necromancer in this edition like he could in 3.5. There was much arguing and the word myopic was thrown around. I eventually whipped up a character in the Character Builder that was a 10th level Wizard loaded up with spells that were either obviously Necromantic in origin, or could easily be refluffed as such. It appears to have worked.
Nearly anything is possible in this edition if you're willing to reflavor something.
 

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