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RE: Crunch vs. Fluff — Does It Change Expectations of How a Game Should Play?
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<blockquote data-quote="pemerton" data-source="post: 5616150" data-attributes="member: 42582"><p>I like a game that has mechanics that will produce the fiction that the game promises. So if, for example, the game promises dramatic and heroic combat, I want mechanics that produce that. If, in fact, the action resolution mechanics produce grim and gritty combat, that's a problem.</p><p></p><p>I also have a high tolerance for mechanics that are involved, complex and have a high searach-and-handling time. But I prefer, when doing that searching and handling, that the mechanics still have me engaged with the fictional elements that should matter. So combat mechanics for a fantasy RPG that make me think hard about weapons, armour, the nature of magic in play, and so on, are fine for me. But I don't want to have to do a lot of abstract calculation that isn't anchored in the fiction.</p><p></p><p>The notion of "fluff first" I'm not sure about, but if it means that the GM is given a responsibility for overruling the character build mechanics, or the action resolution mechancis, in order to ensure that a certain sort of fiction is produced, I'm not a big fan. Redesign the mechanics in question so that no overruling is required!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5616150, member: 42582"] I like a game that has mechanics that will produce the fiction that the game promises. So if, for example, the game promises dramatic and heroic combat, I want mechanics that produce that. If, in fact, the action resolution mechanics produce grim and gritty combat, that's a problem. I also have a high tolerance for mechanics that are involved, complex and have a high searach-and-handling time. But I prefer, when doing that searching and handling, that the mechanics still have me engaged with the fictional elements that should matter. So combat mechanics for a fantasy RPG that make me think hard about weapons, armour, the nature of magic in play, and so on, are fine for me. But I don't want to have to do a lot of abstract calculation that isn't anchored in the fiction. The notion of "fluff first" I'm not sure about, but if it means that the GM is given a responsibility for overruling the character build mechanics, or the action resolution mechancis, in order to ensure that a certain sort of fiction is produced, I'm not a big fan. Redesign the mechanics in question so that no overruling is required! [/QUOTE]
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RE: Crunch vs. Fluff — Does It Change Expectations of How a Game Should Play?
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