The terms 'fluff' and 'crunch'

The idea that the actual description of the world is somehow and insubstantial and highly malleable thing that can simply be superimposed on top of any remotely compatible set of rules, then the assumption is that the rules are not the physics of the world.
The rules are not the physics of the world. The rules are to facilitate gameplay.

Rules exist to keep things fair, to make fair chalenges posible. They are not physics. I have never, in all the games I've played in, in all the games I have ever sold, and all the customers I have ever talk to in five years at working at a game store met anyone else who has ever said.

I say this, not to disagree with you. It was long established that your game in far diffrent from mine. I say this so that you know that there are likely a great many people who do not thnk that rules are physics. I also say this so that you understand that I refuse (we are moving into emotional discorse, not logical, so you may wish to keep that in mind) to look at rules in such a fashion. RPGs in general, and D&D in particular, appeal to me precisely because they do not model the real world. They are imaginary constructs that exist to give me a few hours of escapist entertainment. I could watch TV, I suppose, but RPGs a simply more fun to me.

To sugest that fluff is just as important to rules is, to me, to sugest that I need to be a slave to bad fiction written under deadline by a person who may or may not use the fluff in their own game. It sugests to me that what this person wrote is more important than the material created by me and my players. Fluff in an RPG book is just words on dead trees. It has no life untill a gaming group breaths life into it. The breath of life given by gaming groups is a strang thing and it may not match what is on the paper. It may not match what was in the mind of the game designer. What me and my players create though gameplay is 100x more important than anything Monte Cook, SKR, Andy Collins, or even E. Gary Gygax wrote about their gameing worlds when it comes to my game. I'm not saying this to disparage people who's work I admire enough to purchase and place on my gameing self, I say it so that you understand that I look at RPGs as a social game and I'm more interested in what comes out of my game.
 

log in or register to remove this ad

fanboy2000 said:
To sugest that fluff is just as important to rules is, to me, to sugest that I need to be a slave to bad fiction written under deadline by a person who may or may not use the fluff in their own game. It sugests to me that what this person wrote is more important than the material created by me and my players. Fluff in an RPG book is just words on dead trees. It has no life untill a gaming group breaths life into it. The breath of life given by gaming groups is a strang thing and it may not match what is on the paper.
Oddly enough, I'd use that (or a very similar) description for crunch. It has no life whatsoever, while fluff at least attempts to put some life into the words on the book. Truly good fluff is the greatest thing; I can use it, regardless of setting or system, and adapt it to my own game. I know this may be shocking to some, but my store of brilliant ideas is actually quite limited. And that's where fluff comes in.

Crunch I can always get. Yeah, I like good useful crunch as much as the next guy, and yeah, I can produce my own fluff. But I've got more crunch to last me the rest of my natural life and still provide tons of variety in my gaming, and my own fluff reserves are naturally limited.
 

Raven Crowking said:
Tetsujin,

I do hope your realize that there is a difference between placing a greater value on crunch when making a purchasing decision and placing a greater value on crunch when playing the game. I am not sure that one implies the other.
Always the first, often the second.
 

Raven Crowking said:
Your octopi and worms might have a case; your elephant trunk is anchored to a magnificent specimen of bone. ;)
Anchored to, yes; functional without, yes--the trunk has no bones within it, which was my point, and most of what it does is relevant without the leverage that the rest of the elephant supplies. But now we're really digressing. ;)

While your extention of the analogy might have been in jest, I think that it demonstrates the relative usefulness of the terms I suggested. I would assume that a "compound fracture" would be more "setting materials that break the rules" like some of the Forgotten Realms material did in 2nd Ed. Elminister gets this power because he's Elminster. Spellfire would be another compound fracture.

There's even a disease in which injured muscle is converted to bone. (To be honest, that one scared the beejebus out of me!)

It was both in jest and serious. Analogies are wonderful tools--but that doesn't always mean that analagous terminology is unambiguous or desirable.

On compound fracture: a compound fracture is one that is so severe it deforms the surround tissue, piercing the skin. If rules are analogous to bones, and background to flesh [meat], then a compound fracture is analagous to one where the rules break so badly as to break the background, too. Your example of bending/breaking the rules to match the setting would analogize to... building your muscles up disproportionately, so that you dislocate a joint trying to lift something to heavy. (yeah, i'm stretching.)

Oh, but the ossification you bring up is an easy one: it's when the setting is warped by the rules into something that is no longer part of the setting, but is instead part of the rules. IOW, when the rules *don't* bend to match the setting where they should.
 

tetsujin28 said:
*ahem* [pedant]octopodes [/pedant]

I'm more than a decade out of date, but last i checked (at one point, i was reading the research of all 3 of the guys doing significant octopus studies), there was no consensus among octopus experts on the English plural of octopus--octopus, octopi, and octopuses are all accepted.

Among language people, yes, the linguistic basis for "octopi" is non-existent--that was my mistake (and when i last looked this up was pre-internet, and i didn't have easy access to an OED, and couldn't find anything that discredited "octopi"). However, you'll note that pretty much every source refers to octopodes as the 'correct' (quotes included) plural. That's because it's the correct Classical Greek pluralization--but we're speaking English. And just as we say "AHK-ta-pus" not "ahk-TAH-pos", i see no reason to pronounce the plural as "ahk-TAH-po-deez", rather than applying English rules to the pluralization of what is now an English word, and using "octopuses"--which several sources i found identify as "the correct English plural".

So, criticism accepted, but correction rejected. ;)
 

fanboy2000 said:
The rules are not the physics of the world. The rules are to facilitate gameplay.

Rules exist to keep things fair, to make fair chalenges posible. They are not physics.
That's one POV. I disagree. In fact, the more gamelike an RPG is, the less i like it. Rules that "facillitate gameplay" often actively detract from my RPing experience. Rules that don't match/provide the underlying physics of the world, likewise, tend not to interest me--unless the rules are so light/loose that they don't do that sort of stuff at all (IOW, OtE works just fine for me, because it's not about the behavior of the world at all).

I have never, in all the games I've played in, in all the games I have ever sold, and all the customers I have ever talk to in five years at working at a game store met anyone else who has ever said.

One: you've just talked with another. Perhaps with a slightly different POV than fusangite, but more similar to his POV than yours.
Two: there's tons of them hanging out on r.g.f.advocacy, RPGNet, and The Forge, among other places--*and* i've met them in real life, and there are enough of them to drive sales of quite a few RPGs that accept that premise.

I say this, not to disagree with you. It was long established that your game in far diffrent from mine. I say this so that you know that there are likely a great many people who do not thnk that rules are physics. I also say this so that you understand that I refuse (we are moving into emotional discorse, not logical, so you may wish to keep that in mind) to look at rules in such a fashion. RPGs in general, and D&D in particular, appeal to me precisely because they do not model the real world. They are imaginary constructs that exist to give me a few hours of escapist entertainment.
I don't think he's referring to modelling real-world physics--i certainly am not. I'm saying that the rules model *a* world, and that that world's natural laws are essentially defined by the mechanics of the game.

I also don't think that this is the only way to approach RPG mechanics. To use a concrete example: you can take escalating hit points in D&D to either be a literal model of the physics of the world (more powerful warriors can absorb more physical abuse), or a purely game construct (the hero is no tougher, just more skilled, luckier, or granted greater script immunity). Sometimes i prefer the former; sometimes the latter. In my particular case, i generally prefer the former when dealing with crunchy systems, and the latter when dealing with very light systems. Thus, D&D3E, frex, drives me batty because it generally doesn't model the physics very well, but is fairlyl detailed.

To sugest that fluff is just as important to rules is, to me, to sugest that I need to be a slave to bad fiction written under deadline by a person who may or may not use the fluff in their own game. It sugests to me that what this person wrote is more important than the material created by me and my players. Fluff in an RPG book is just words on dead trees. It has no life untill a gaming group breaths life into it. The breath of life given by gaming groups is a strang thing and it may not match what is on the paper. It may not match what was in the mind of the game designer. What me and my players create though gameplay is 100x more important than anything Monte Cook, SKR, Andy Collins, or even E. Gary Gygax wrote about their gameing worlds when it comes to my game. I'm not saying this to disparage people who's work I admire enough to purchase and place on my gameing self, I say it so that you understand that I look at RPGs as a social game and I'm more interested in what comes out of my game.

I agree that what you do is more important than what the game designer provided--and that goes for the rules, too. As to which is more important, i don't think you're actually picturing a fluff-free game, based on what you say. Look at the D&D3E PH, minus the fluff: no description of what an elf looks like, how one behaves, or what they believe. Just that bulleted list of game rules to define one. Likewise, as much as half of every spell description would go away. The D&D3E core rules are *full* of fluff--probably 1/3 to 1/2 the wordcount. And, for that matter, those same rules are, for the most part, *based* upon the fluff--note how the fluff is basically the same as AD&D2, but the crunch is almost completely different. It's *because* the fluff says that an elf is around 5' tall and 110# that the rules classify her as "medium size".

Now, i'm not saying that you can't also change those bits, or that you don't, just that fluff is far more pervasive than you seem to imply, and is far more encompassing than just bad game fiction (which, i, too, hate--in fact, i pretty much don't even bother reading it any more, even in setting books that i otherwise love).
 

It's interesting that everyone is acting as if fluff and crunch (or meat and bones or pludge and chunder or whatever) are truly dichotomous and discrete. I'm not sure this is really so.

When the MM says that goblins are usually CE, is that fluff or crunch? Is the description of good fluff or crunch? Is the fact that chain mail is metal fluff or crunch?

This doesn't invalidate anyone's point, but if we're going to discect the two and try to examine their natures, it behooves us to draw a precise line between the two.
 

fusangite said:
When I generate a campaign world, the rules represent the physics of the world. If the rules have four terrestrial elements, then, of course, the universe has four terrestrial elements. If the rules break and become incoherent when inflation takes place, then value must inhere in objects, not in transactions. If the rules give people souls separate from their bodies, then the world must be one in which the soul and body are separate and different.

The idea that the actual description of the world is somehow and insubstantial and highly malleable thing that can simply be superimposed on top of any remotely compatible set of rules, then the assumption is that the rules are not the physics of the world. This is a real problem because essentially the kind of world in which the game takes place is like the modern world in that there is a jarring disjunction between physics and metaphysics that will lead to a certain kind of relationship to divinities, philosophy and cognition as a whole.

For a world to have credibility for me, the rules should represent the physical laws of the universe. When we treat all explanatory texts for the universe's physics and "fluff" and we treat the physics themselves as "crunch" then, what we are saying is that conformity between how the world is and how the world is explained/understood aren't expected to conform to one another.

Ah, i see what you're saying. I guess it never occurred to me that, just because fluff and crunch are separable, that they are disjoint. I, like you, expect them to mesh more-or-less seemlessly, and get jarred out of the game when the rules say one thing and the setting another. But that doesn't mean i can't, generally, identify which parts are fluff (elves are ~5' and ~100#) and which parts are crunch (elves are size Medium), even when they mesh closely.

The fact that the rules are crunch, and the explanations are fluff (and i wouldn't necessarily agree with drawing the line exactly there), is *not* to say that conformity between the two isn't expected--i don't think the crunch/fluff distinction even addresses the issue. And i don't think i've seen anybody actually put forth the notion that there is no need for them to mesh, so i think you're inadvertantly arguing a strawman.

I think some of your other points about the questionable appropriateness of the terms are valid, i just think that this particular worry (that separating them implicitly dissociates them) is simply something you've read into it.
 

I'm definitely in the "The rules are not the physics of the world. The rules are to facilitate gameplay" camp - rules facilitate interaction between players and game-universe, they don't define that universe. For one thing I might well use different rule sets for the same game world (for my primary world I've used AD&D, Warhammer Battle, my homebrew STIRPS system, D&D 3e, etc); the physics of the world doesn't change depending on the ruleset, although there can be minor conversion difficulties - eg before 3e, AD&D had no spontaneous casting, whereas Warhammer & STIRPS have point-based casting. Luckily changes in magic in my world are easily explained by the Flux, the variable electromagicomagnetic field surrounding the planet.
 

woodelf said:
Now, i'm not saying that you can't also change those bits, or that you don't, just that fluff is far more pervasive than you seem to imply, and is far more encompassing than just bad game fiction (which, i, too, hate--in fact, i pretty much don't even bother reading it any more, even in setting books that i otherwise love).
I didn't say it wasn't pervasive, or that I didn't like. One of my favorate books is Geanavue: The Stones of Peace by Ed Greenwood and John O'Neil. But I didn't set the city in Kalamar, I set it in my homebrew world. I was replying directly to fusangite who seems suprised that anyone would alter fluff is such a fashion, and seems to assume a stronger connection to the fluff in an RPG book than I feel is there.

Another example, the monster manual often has brife descriptions of what the monster (really, humanoid) speaks and who the monster worships. I love thouse details. But if I want hobgoblins to worship Zuse instead of whoever it is that they do worship, It's incredably easy to change because who they worship only has as much importance as the GMs adn players want it have.

Oh, and of course it's my POV. Really, there's no need to point that out. Especially when I've made that clear throughout my post. Really, go back and read it. ;)
 

Remove ads

Top