The terms 'fluff' and 'crunch'

If we apply the same methods that have been used to hold the terms 'fluff/crunch' to be inappropriate then 'meat/bones' is equally problematic, if not more so.

'Fluff/crunch' is held to incorrectly describe the relationship between rules and flavour text as it does not describe the connection between them. But 'meat/bones' incorrectly describes the connection. It makes it seem as if the relationship is a lot tighter than it is.

After all only one particular set of bones could fit with one 'lump' of meat. But many, many different worlds could use the same rules. One could have a civilisation of orcs, or a land of islands floating in the air, or a desert world and so on, all using the same DnD rules.

'Meat/bones' also suggests that the former will be more plentiful than the latter. Of course in most recent WotC books, the opposite has been the case.
 

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I see the advantages of 'fluff/crunch' to be as follows:

1. It's the accepted terminology.
2. It denigrates fluff at the expense of crunch. Yes, I see this as being an advantage.
3. The terms are both very short, thus easy to say/type.

'Rules/flavour text', while being offensive to no one, has possibly fallen out of favour as it lacks advantages 2 and 3.
 

Raven Crowking said:
Honestly, I would have thought that the relationship between game rules and physics was fairly obvious. The game rules are the "rules of the universe," determining what is possible and what is not.
Are you sure they're not the rules of the game rather than the rules of the universe?
 

fusangite said:
if your rules don't represent the physical laws of the game world to a certain degree, they cannot facilitate game play because there would be no sense of simulation.
You assume that I'm going for a sense of simulation. I'm not. You have made many, many assumtions about how people play RPGs during this discussion.

Just last night I had an NPC getting hit by a plasma rifle and I described his state (as he was really low on hp) as having wounds that expose bone. there are no rules for that, but he was dead anyways. (It was either be killed by the PC, or be killed buy his employer, he chose to go down fighting.) I don't actually want rules for that situation, as it would just drag down combat. I'm quite happy winging it.
 

Doug McCrae said:
Are you sure they're not the rules of the game rather than the rules of the universe?


Doug,

Positive. The fictitious universe is one in which the rules of the game determine what is, and is not, possible.

For example, Fanboy2000 said:

Just last night I had an NPC getting hit by a plasma rifle and I described his state (as he was really low on hp) as having wounds that expose bone. there are no rules for that, but he was dead anyways. (It was either be killed by the PC, or be killed buy his employer, he chose to go down fighting.) I don't actually want rules for that situation, as it would just drag down combat. I'm quite happy winging it.​

He is correct in stating that there are no rules that determine how he describes specific situations, however his description (wounds exposing bone) is specifically intended to convey a game rules state (really low on hp), amply demonstrating that his belief that "there are no rules for that" is a false one. In a real-world analogy, his description is art, the rules situation that underlies it is physics. One is "subjective," the other "objective."

You said:

"From time to time the GM of games I'm in changes the rules. For instance our GM ruled you couldn't trip with an attack of opportunity. At no point did I feel the rules of the universe had changed, merely the rules of the game.

Once one accepts that the game rules only very imperfectly model the universe in which the game takes place, and need the occasional helping hand in the interests of plausibility, this makes sense."​

First off, I hope you can concede that there is a difference between the perspective of the player, and the fictional perspective of the character which that player controls. From the player's perspective, the rules of the game have changed. No one is suggesting that real-world physics change because of this. However, from the fictional perspective of the PC, he is no longer able to do something he was able to do yesterday. That is, fundamentally, a shift in the way the world works. This would be true whether or not the change was actually "noticed" by anyone in that setting.

Also, I hope you are aware that real-world physics themselves are only a model by which the real universe can be understood. And, as you say, a very imperfect model at that. This actually strengthens the relationship between game rules and physics.

You also said:

"After all only one particular set of bones could fit with one 'lump' of meat. But many, many different worlds could use the same rules. One could have a civilisation of orcs, or a land of islands floating in the air, or a desert world and so on, all using the same DnD rules.

'Meat/bones' also suggests that the former will be more plentiful than the latter. Of course in most recent WotC books, the opposite has been the case."​

Whether you realize it or not, the bones (i.e. game rules) selected for a setting alter and form the meat which gives the setting its flavor. For example, the D&D rules have always promoted a setting in which most problems are solved either by combat or by endurance (hp, spell, and equipment attrition). There are a number of excellent threads on EnWorld devoted to deconstructing exactly what the rules (bones) of D&D 3.X imply for the meat.

Not so different from paleontology.

Your assertation that all D&D games use the same ruleset regardless of setting is, btw, patently false. The SRD provides a core set of rules, not all of which apply to any given setting, and some of which are intentionally designated optional. To this base matter, the world-building DM (or setting builder) adds setting rules. The world-building DM may also eliminate rules that do not fit in the setting. Additional rules include the presence (or absence) of races, classes, prestige classes, feats, spells, and skills, as well as unique applications of some or all. The rules of a setting include some concept of planar metaphysics, distribution of racial types and classes, distrbution of creatures (encounter charts and general frequency of various monster types, whether or not the average creature is an advanced type, and so on), and so on.

One might easily argue that "Rule 0" could essentially be rewritten to read "The DM will change the rules to suit the campaign."

A world with a civilisation of orcs changes the general alignment of orcs to suit its concept. A land of islands floating in the air surely requires some rules (formalized or not) for how they float there, how (if in any way) they can be made to cease floating, and what is below them. A desert world dispenses with some rules, emphasizes others, and includes rules for unique hazardous terrain types/weather patterns -- PCs might not be allowed to select Swim as a class skill, for example.

Small changes to the rules provide small differences in campaign worlds. All humans have, essentially, the same bone structure. As a result, it is easy for us to identify a human. That does not mean that our bone structure is exactly alike.

When you said:

I see the advantages of 'fluff/crunch' to be as follows:

1. It's the accepted terminology.
2. It denigrates fluff at the expense of crunch. Yes, I see this as being an advantage.
3. The terms are both very short, thus easy to say/type.​

you were at least being very honest. If you see number 2, above, as an advantage, then you are unlikely to be swayed by any argument, rational or not, that removes that "advantage." On the other hand, your statement makes clear that you understand that the term is derogatory, which is a start.

Didn't this thread purport to determine if the fluff/crunch terminology was offensive?

Now we can say without doubt that (1) a significant minority of people are offended, and (2) at least some people intend the term to be offensive.


RC
 

Doug McCrae said:
'Meat/bones' also suggests that the former will be more plentiful than the latter. Of course in most recent WotC books, the opposite has been the case.



As another aside, there is a difference between what one looks for in a sourcebook, and what one expects in a setting.

Could you imagine a setting that actually had more rules than description? There was a joke "module" in Dragon once, wherein the high-level PCs pass through a planar gate to enter a grey, featureless plain. And then, of course, nothing happens. Ever.

I pity the gamer who has to play in a campaign with more bones than meat. Basically a form of verbal Pong.



RC
 

Raven Crowking said:
Now we can say without doubt that (1) a significant minority of people are offended, and (2) at least some people intend the term to be offensive.
I don't intend the term to be offensive. A person shouldn't be offended because certain text in a rpg book is deemed to be of less worth. I'm denigrating objects, not insulting people.
 

Raven ...However, from the fictional perspective of the PC, he is no longer able to do something he was able to do yesterday. That is, fundamentally, a shift in the way the world works. This would be true whether or not the change was actually "noticed" by anyone in that setting...
So the change is true to us third persons/gods/players playing a game but the pc forgets what he did last episode. After all we playing a game not writing "the lives and resurrections the Jasper the Wimp." Or at least some of are.
 

Doug McCrae said:
I don't intend the term to be offensive. A person shouldn't be offended because certain text in a rpg book is deemed to be of less worth. I'm denigrating objects, not insulting people.


Doug,

There are a lot of people whose posts I don't necessarily agree with that I nonetheless admire. A difference of opinion is certainly not a personal attack. Well, okay, for some people even an agreement seems to be a personal attack, but EnWorld is luckily blessed with only a minority of those people. I certainly accept your statement at face value. You do not intend to insult people.

That said, if

(1) You insist on using a term, and
(2) One of your reasons for using that term is to be derogatory toward an object (in this case a facet of game materials and play), and
(3) You know that a significant minority is offended by the use of the term, and
(4) You know that said significant minority is offended because the term is derogatory toward said object (in this case because they find that object significant to their enjoyment of game materials and game play, or because they view insult to that object specifically as insult toward a style of game play/game materials creation that they enjoy), then

I don't find "A person shouldn't be offended because certain text in a rpg book is deemed to be of less worth" to be a sufficient answer to the problem. We are not just talking about "certain text in a rpg book." We are talking about something that, for most people, comprises over half of their experience of, and enjoyment of, role-playing games.


RC
 

Raven Crowking said:
However, from the fictional perspective of the PC, he is no longer able to do something he was able to do yesterday. That is, fundamentally, a shift in the way the world works. This would be true whether or not the change was actually "noticed" by anyone in that setting.
I'm a bit unclear what you mean here. The change might have been a retrofit so that the PC couldn't do it yesterday either. Even if the players know that he did.

Raven Crowking said:
Whether you realize it or not, the bones (i.e. game rules) selected for a setting alter and form the meat which gives the setting its flavor.
The bones may change the meat. But not necessarily. Multiple sorts of meat can use the exact same bones. That does sound weird, I know but I think that shows why the meat/bones terminology isn't very helpful.

Raven Crowking said:
Your assertation that all D&D games use the same ruleset regardless of setting is, btw, patently false.
I hope I didn't assert that because I don't think it. As you say it's patently false. But lots of different settings could, and probably do, use the same rules.


Raven Crowking said:
A world with a civilisation of orcs changes the general alignment of orcs to suit its concept.
Not necessarily. The civilisation could be composed of exceptional, lawful orcs while the majority of that world's orcs remain in a barbarous state.

Raven Crowking said:
A land of islands floating in the air surely requires some rules.
Yeah, you might be right about that.

Raven Crowking said:
A desert world dispenses with some rules, emphasizes others, and includes rules for unique hazardous terrain types/weather patterns -- PCs might not be allowed to select Swim as a class skill, for example.
I think you could get away with just using the rules in the DMG. And just cause there are no oceans, doesn't mean the rules for them don't exist.

I'm sure you can imagine all sorts of world. All sorts of arrangements of nations, politics and cultures and so forth; organisations of humans, humanoids and monsters; BBEGs of all sorts of flavours.

All using the exact same rules.

One has to distinguish between the rules and the things (places, peoples, creatures, objects) that are subject to those rules.
 

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