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No more "fluff"!!! [A rant and a request]
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<blockquote data-quote="WizarDru" data-source="post: 1404896" data-attributes="member: 151"><p><a href="http://www.marshmallowfluff.com/htm/fn_frame.shtml" target="_blank">I LOVE FLUFF</a>. </p><p> </p><p> </p><p>I mean, who wouldn't? And for the record, Fluff first appeared on store shelves after World War I, and Fluffernutter as a concoction has been around since at least the early 1950s. </p><p> </p><p>Loved it as a kid...could never eat it as an adult. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>As for the rules versus non-rules material, I think it's a difficult argument. The two things don't exist in a vacuum, sealed away from each other hermetically. Rules are good...but most crunch is little more than variations on a theme in the majority of d20 supplements I've seen. ("Oh look, another direct damage spell! I've never seen one of those before.") Some rules are truly innovative, and others are interesting, and reinforce a particular design ethic. The Midnight campaign setting, is a perfect example of fluff and crunch working together to create a setting. There isn't a statistic or rule for "defeated as a society, and despondent as individuals who've give up all hope"...it's "fluff", a described RP feature of the setting. But it's integral to the setting, all the same. Inidividual mechanics reinforce the idea, but it's the descriptive text that determines what's actually going on.</p><p> </p><p>Oh, and joe....MMS:WE isn't ALL "fluff"...you've got some OGC in there in the form of your market/trading simulator. It's only 97% fluff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="WizarDru, post: 1404896, member: 151"] [url="http://www.marshmallowfluff.com/htm/fn_frame.shtml"]I LOVE FLUFF[/url]. I mean, who wouldn't? And for the record, Fluff first appeared on store shelves after World War I, and Fluffernutter as a concoction has been around since at least the early 1950s. Loved it as a kid...could never eat it as an adult. :) As for the rules versus non-rules material, I think it's a difficult argument. The two things don't exist in a vacuum, sealed away from each other hermetically. Rules are good...but most crunch is little more than variations on a theme in the majority of d20 supplements I've seen. ("Oh look, another direct damage spell! I've never seen one of those before.") Some rules are truly innovative, and others are interesting, and reinforce a particular design ethic. The Midnight campaign setting, is a perfect example of fluff and crunch working together to create a setting. There isn't a statistic or rule for "defeated as a society, and despondent as individuals who've give up all hope"...it's "fluff", a described RP feature of the setting. But it's integral to the setting, all the same. Inidividual mechanics reinforce the idea, but it's the descriptive text that determines what's actually going on. Oh, and joe....MMS:WE isn't ALL "fluff"...you've got some OGC in there in the form of your market/trading simulator. It's only 97% fluff. :D [/QUOTE]
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