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<blockquote data-quote="Andor" data-source="post: 4485896" data-attributes="member: 1879"><p>I don't think 4e's divorce between crunch and fluff is following the general trend of game design. There have always been extremely precise rules sets like RQ. Further the general trend in gaming seems (to me) to be away from rigid rule sets and towards loose 'fluffcentric' systems like Amber and the new Heroquest. </p><p></p><p>I think the fights over things like the meaning of terms like 'wield' is a direct result of a plain language programing approach to writing which was sloppy enough that it failed to define key terms. It's only when you try to parse rules in a machine like way that a term as simple as 'wield' becomes ambiguous.</p><p></p><p></p><p></p><p>Apparently so. *blush* In my defense it was 30 years ago.</p><p></p><p></p><p></p><p>Yes. I thought that was the coolest program ever. I still have some goodwill for EA leftover from that game.</p></blockquote><p></p>
[QUOTE="Andor, post: 4485896, member: 1879"] I don't think 4e's divorce between crunch and fluff is following the general trend of game design. There have always been extremely precise rules sets like RQ. Further the general trend in gaming seems (to me) to be away from rigid rule sets and towards loose 'fluffcentric' systems like Amber and the new Heroquest. I think the fights over things like the meaning of terms like 'wield' is a direct result of a plain language programing approach to writing which was sloppy enough that it failed to define key terms. It's only when you try to parse rules in a machine like way that a term as simple as 'wield' becomes ambiguous. Apparently so. *blush* In my defense it was 30 years ago. Yes. I thought that was the coolest program ever. I still have some goodwill for EA leftover from that game. [/QUOTE]
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