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General Tabletop Discussion
*TTRPGs General
RE: Crunch vs. Fluff — Does It Change Expectations of How a Game Should Play?
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<blockquote data-quote="Umbran" data-source="post: 5615174" data-attributes="member: 177"><p>Are you asking individually, or in aggregate?</p><p></p><p>I think that there'll be a tendency for people to play the game however it is written. Note I say written, rather than designed. If the rulebooks present the system as foremost, the mass of gamers will tend to play it that way. If the rulebooks present the world as foremost, we'll tend to play the game that way.</p><p></p><p>I think individuals, however, make their own choices, and those simply average out to the above behavior. I, personally, will play a game as it is written to start with. But, if I stick with the game for significant time, the author's intent takes a distant back seat to what I feel I can do with the system with my group. I will examine the rules and fluff, change parts of each, throw out other parts of each, and so on, until I think the result will do what I want done.</p><p></p><p>When I get into that, though, I start with a game that's close to what I want in the first place. I don't choose any D&D version if what I'm looking to do is gritty hard sci-fi, for example.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I really, really don't think it is digital. I think there's a spectrum of blending. Mixtures - where both the rules and the fluff are finagled to fit each other - are possible. I daresay that the blended form really is the predominant way RPGs are designed, at least implicitly. Sometimes, you have a bit of fluff you really like, so you create a mechanic to suit it, and then thinking about that mechanic feeds back into adjusting the fluff, in an iterative process.</p><p></p><p>I</p></blockquote><p></p>
[QUOTE="Umbran, post: 5615174, member: 177"] Are you asking individually, or in aggregate? I think that there'll be a tendency for people to play the game however it is written. Note I say written, rather than designed. If the rulebooks present the system as foremost, the mass of gamers will tend to play it that way. If the rulebooks present the world as foremost, we'll tend to play the game that way. I think individuals, however, make their own choices, and those simply average out to the above behavior. I, personally, will play a game as it is written to start with. But, if I stick with the game for significant time, the author's intent takes a distant back seat to what I feel I can do with the system with my group. I will examine the rules and fluff, change parts of each, throw out other parts of each, and so on, until I think the result will do what I want done. When I get into that, though, I start with a game that's close to what I want in the first place. I don't choose any D&D version if what I'm looking to do is gritty hard sci-fi, for example. I really, really don't think it is digital. I think there's a spectrum of blending. Mixtures - where both the rules and the fluff are finagled to fit each other - are possible. I daresay that the blended form really is the predominant way RPGs are designed, at least implicitly. Sometimes, you have a bit of fluff you really like, so you create a mechanic to suit it, and then thinking about that mechanic feeds back into adjusting the fluff, in an iterative process. I [/QUOTE]
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RE: Crunch vs. Fluff — Does It Change Expectations of How a Game Should Play?
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