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General Tabletop Discussion
*Pathfinder & Starfinder
Reasons for Fluff etc. (Perkins' blog)
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<blockquote data-quote="delericho" data-source="post: 3784873" data-attributes="member: 22424"><p>As an established gamer, the less extraneous material I have to read through to play the game (and especially the less I have to carry to game sessions) the better. Fluff about a Points of Light setting I'm not using might be really interesting, but my back won't thank them for it. So, my ideal would see a set of core rulebooks that are nothing but the rules of the game and the truly essential descriptive fluff (we need to know what an Orc is and what it looks like; we don't need to know about the twelve tribes in the PoL setting), clearly presented and easy to reference. If that means the core books can be shortened without dropping any of the 'meat', all the better.</p><p></p><p>However...</p><p></p><p>Most people coming to the PHB aren't me. Most people trying to learn the game aren't "established gamers". And for them, an engaging visual presentation, and the insertion of inspiring fluff is an absolute must. Otherwise, there won't be any new gamers, and the hobby will die through simple attrition. (Besides, Wizards would be mad to cater only to gamers like me.)</p><p></p><p>Unfortunately, there can only be <em>one</em> PHB, so some sort of happy medium must be found. Personally, I felt that the 3.0 core rules were about right. The 3.5 DMG went a bit fluff-heavy when it included the Great Wheel planes, especially given that it omitted the DM's advice that was later found in the DMG2 - surely "how to run a great game" is better use of fluff text than "here are the core planes"?</p><p></p><p>It would appear that WotC have decided that, actually, a more fluff-heavy approach would be better. Well, fair enough - as long as they don't push it too far, then I'm not overly concerned.</p></blockquote><p></p>
[QUOTE="delericho, post: 3784873, member: 22424"] As an established gamer, the less extraneous material I have to read through to play the game (and especially the less I have to carry to game sessions) the better. Fluff about a Points of Light setting I'm not using might be really interesting, but my back won't thank them for it. So, my ideal would see a set of core rulebooks that are nothing but the rules of the game and the truly essential descriptive fluff (we need to know what an Orc is and what it looks like; we don't need to know about the twelve tribes in the PoL setting), clearly presented and easy to reference. If that means the core books can be shortened without dropping any of the 'meat', all the better. However... Most people coming to the PHB aren't me. Most people trying to learn the game aren't "established gamers". And for them, an engaging visual presentation, and the insertion of inspiring fluff is an absolute must. Otherwise, there won't be any new gamers, and the hobby will die through simple attrition. (Besides, Wizards would be mad to cater only to gamers like me.) Unfortunately, there can only be [i]one[/i] PHB, so some sort of happy medium must be found. Personally, I felt that the 3.0 core rules were about right. The 3.5 DMG went a bit fluff-heavy when it included the Great Wheel planes, especially given that it omitted the DM's advice that was later found in the DMG2 - surely "how to run a great game" is better use of fluff text than "here are the core planes"? It would appear that WotC have decided that, actually, a more fluff-heavy approach would be better. Well, fair enough - as long as they don't push it too far, then I'm not overly concerned. [/QUOTE]
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