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Do you Consider Flavor Text to be part of Raw?
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<blockquote data-quote="Jester David" data-source="post: 6423103" data-attributes="member: 37579"><p>I will use the flavour to adjudicate rulings. It's a guide for the Rules as Intended. </p><p>As such, the flavour should match the mechanics and the mechanics should fit the flavour. The flavour is just as important as the mechanics as it describes what's actually happening in the game space opposed to just the results. </p><p></p><p>That said, I will change the flavour if I need to. But I also don't hesitate to change mechanics if I need to.</p><p></p><p>--edit--</p><p>I'm a firm believer that the story and narrative of RPGs is what's important. The story told by the mechanics interacting with and affecting the story told by the DM. Without the flavour of what is going on in the narrative, the game is just a miniature combat game. Without the mechanics, the game is just shared storytelling. </p><p></p><p>Being able to interact with the flavour text as if it were mechanically true is an important part of the experience. Fireballs start as a small marble sized bead that is hurled through the air and explodes on contact. Mechanically that does nothing, but in theory someone could jump in front of the fireball triggering it early. That's cool and not at all reflected in the rules or mechanics of "5d6 fire damage in a 20 ft radius" but is consistent with the presented narrative. </p><p></p><p>The Flavour as Written (or FaW I guess) does not matter that much, so long as something replaces it and that something is consistent.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6423103, member: 37579"] I will use the flavour to adjudicate rulings. It's a guide for the Rules as Intended. As such, the flavour should match the mechanics and the mechanics should fit the flavour. The flavour is just as important as the mechanics as it describes what's actually happening in the game space opposed to just the results. That said, I will change the flavour if I need to. But I also don't hesitate to change mechanics if I need to. --edit-- I'm a firm believer that the story and narrative of RPGs is what's important. The story told by the mechanics interacting with and affecting the story told by the DM. Without the flavour of what is going on in the narrative, the game is just a miniature combat game. Without the mechanics, the game is just shared storytelling. Being able to interact with the flavour text as if it were mechanically true is an important part of the experience. Fireballs start as a small marble sized bead that is hurled through the air and explodes on contact. Mechanically that does nothing, but in theory someone could jump in front of the fireball triggering it early. That's cool and not at all reflected in the rules or mechanics of "5d6 fire damage in a 20 ft radius" but is consistent with the presented narrative. The Flavour as Written (or FaW I guess) does not matter that much, so long as something replaces it and that something is consistent. [/QUOTE]
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Do you Consider Flavor Text to be part of Raw?
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