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I think I'm over crunch
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<blockquote data-quote="woodelf" data-source="post: 1681531" data-attributes="member: 10201"><p>That's always been the definition of fluff: fluff is, by definition, all that material in an RPG product that is not crunch (with the possible exception of game fiction, which might or might not be a third distinct sort of content). Now, this is not to say it's clear-cut which elements are fluff and which are crunch--far from it. Frex, is that column in Dragon on how to minmax your character crunch or fluff? I say crunch, because it's all about how to use the rules. Others say fluff, because it is not, itself, rules content. And so on. Nonetheless, fluff is everything not-crunch, by definition. You can argue that it's overly-broad and not a useful category, but you can't argue it's an incorrect category. </p><p></p><p>The whole point is that much of the fluff content is very useful, concrete, specific content, despite not expressing that content in terms of game mechanics. Frex, all the "how to be a good GM" type advice. Here's another way of thinking of it: by definition, a non-RPG book can have no crunch. That doesn't mean it can't convey useful, specific, quantitative information. An excellent example of good fluff would be the book i'm about to buy: Everyday Life in Renaissance Italy. Ditto the Writer's Digest guides which go into excruciating detail on such things as police forensic procedures and so on. A show like CSI or Law & Order is all fluff (again, by definition), but still has lots of detail and specifics. </p><p></p><p>Oh, to answer the question: IMHO, from what i've heard (buying waits for the next paycheck), MMS:WE is almost all fluff, with a few crunchy bits of application here and there. That's why i want it.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1681531, member: 10201"] That's always been the definition of fluff: fluff is, by definition, all that material in an RPG product that is not crunch (with the possible exception of game fiction, which might or might not be a third distinct sort of content). Now, this is not to say it's clear-cut which elements are fluff and which are crunch--far from it. Frex, is that column in Dragon on how to minmax your character crunch or fluff? I say crunch, because it's all about how to use the rules. Others say fluff, because it is not, itself, rules content. And so on. Nonetheless, fluff is everything not-crunch, by definition. You can argue that it's overly-broad and not a useful category, but you can't argue it's an incorrect category. The whole point is that much of the fluff content is very useful, concrete, specific content, despite not expressing that content in terms of game mechanics. Frex, all the "how to be a good GM" type advice. Here's another way of thinking of it: by definition, a non-RPG book can have no crunch. That doesn't mean it can't convey useful, specific, quantitative information. An excellent example of good fluff would be the book i'm about to buy: Everyday Life in Renaissance Italy. Ditto the Writer's Digest guides which go into excruciating detail on such things as police forensic procedures and so on. A show like CSI or Law & Order is all fluff (again, by definition), but still has lots of detail and specifics. Oh, to answer the question: IMHO, from what i've heard (buying waits for the next paycheck), MMS:WE is almost all fluff, with a few crunchy bits of application here and there. That's why i want it. [/QUOTE]
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I think I'm over crunch
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