The terms 'fluff' and 'crunch'

Raven Crowking said:
Actually, as a point of clarity, I argued that the rules allow you to do exactly what you did, and the claim that "you can't do that because there are no rules for that" is wrong. I didn't argue that it was your point.

What I did argue related to your statements was that the claim that you "had done something that the rules did not let you do" (or words to that effect) was incorrect. The rules do not prevent you from describing the results of rules application (low hp) however you desire. Because you didn't change the mechanics to match your description, you did exactly what the current rules allow.

IOW, you were arguing with yourself again, weren't you, humpty my boy?

Look, it's very simple.

"Fluff", as most people understand the term, refers to _published_ descriptive text, flavour text, and other _non-numeric, non-formalised_ content in game books.

"Crunch", as most people understand the term, refers to _published_ formal, numeric or probabilistic mechanical content in game books.

Someone using florid language to describe the 50 hit points of damage they just inflicted on a giant is not creating either fluff or crunch, they're just using language. Now, if that florid language was then turned into an intro chapter for a splatbook, THEN it would be fluff.

Someone writing up a 2-page statblock for a heavily templated, multiclassed monstrosity they made up is not creating crunch -- if it's something for their own game. If that statblock was published in a splatbook, THEN it would be crunch.

In the context in which these words are usually applied, the "published" criterion is important, because the most common context is when arguing over which type of content people are prepared to pay for. Some people like lots of non-formal, descriptive content. Others like more formal, explicit instructions/guidelines/rules/call-it-what-you-will for adjudicating situations that come up in play.

Even the most crunch-loving gamer is not going to say that they won't use descriptive language at all; the point is how much of it they're willing to pay for. They can come up with this on their own, and they don't need irrelevant fluff that's built on certain assumptions about the default game world and doesn't have anything to do with their homebrew. Similarly, even the most fluff-loving gamer is going to use some sort of numerical/random conflict resolution mechanic unless they're in a completely freeform game; the point is how much of it they're willing to pay for. They can handle unexpected situations by ear, and they don't need superfluous crunch that reads like an engineering textbook and causes rules arguments during the game.

(And, before you get into another irrelevant side trek about games that are free, consider "payment" to be shorthand for any expenditure of time or resources. You don't have to pay money to play FUDGE, but you do have to spend time and bandwidth downloading the pdf and getting familiar with the game.)

Waffle about the overall framework within which a game world operates also including implied rules, informal rules, commonsense rules, and pink-with-purple-polka-dots rules may be true, but it's also useless for the purpose of discussing the usual situations where the terms "fluff" and "crunch" are applied. Commonsense rules, stuff like "rocks fall down, not up" that doesn't make it into the books because people use it without conscious thought, falls outside the scope of this classification. Similarly, commonsense descriptive text like "leaves are green and the sky is blue" doesn't make it either. Your attempt to broaden the argument to encompass ALL forms of flavour text and ALL aspects of the abstract rules framework gets 10 points for philosophical rigour, and 0 points for relevance to anyone actually playing a game.

Now, it's true that some people are rather oversensitive about the word "fluff" and supposed negative connotations. These people need some of this:

VB.gif


... as I may have said before.

Obviously, this depends upon what you mean by "ruleset" and what you mean by "fluff". For example, changing the height of elves means that you cannot use the Height/Weight tables provided in the Core Rules. Is this a change to fluff or crunch? Is this a change to the ruleset?

This is, if you want to get into pedantic definitional diversions, a change in the crunch. However, nobody is going to argue about this sort of thing in reality, because, as in most things, some types of crunch are more important than others. The number of people who take random height/weight tables seriously is far smaller than those who take BAB and save progressions, or PrC prerequisites, seriously.
 
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Most of the time I think people use the fluff/crunch terminology where it is at its best - to talk about splatbooks, particularly campaign setting material. An example would be that recent thread titled something like 'Which campaign setting has the best fluff?'

The terms can be used to talk about the D&D core rules but they are less usefully applied here as the core rules are mainly crunch, with the occasional bit of fluff.

The terms can also be used to talk about gamers own written material for their games. Although this is not what 'fluff/crunch' was developed to describe, a homebrew campaign setting, perhaps published for free on a website, is not that different from campaign setting material published by a games company. That homebrew's 'fluff' will work for the guys who wrote it but its usefulness for the rest of the gaming community viewing the website will be much the same as the fluff in a published setting. IE not very useful at all.

Gamer created crunch tends to be pretty poor too, it has to be said, but sadly the terminology fails to capture that.

So, as I say, even though it's stretching the terminology, I think it can work to a large degree when talking about homebrews. Not your own homebrew though. Other peoples. But of course out of all the homebrews in existence most of them do belong to other people. So the denigrating aspect of the 'fluff' terminology is still applicable.

My homebrew contains meat.
Your homebrew has flavour text.
His homebrew is pure fluff.
 
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We use a number of terms to talk about roleplaying that have wildly varying definitions. 'Powergaming' and 'munchkin' for example. Also 'railroading'. And yet these terms are used frequently. 'Fluff' and 'crunch' have IMO, a much tighter definition than those do.
 

hong said:
"Fluff", as most people understand the term, refers to _published_ descriptive text, flavour text, and other _non-numeric, non-formalised_ content in game books.

"Crunch", as most people understand the term, refers to _published_ formal, numeric or probabilistic mechanical content in game books.



Hong,

Thank you for having something to say, and keeping the meaningless jabber (i.e. insults and rhetoric) to a minimum. Seriously.

Obviously, though, I think that this thread has demonstrated that, whatever the original intent of the terminology, it is not used in that manner consistently. People's ideas about what is crunch or fluff have a tendency to bleed over into non-published game worlds. I think that Doug McCrae (whom you might remember from such actions as starting this thread) offered the best defense of the terms, from a rational standpoint, but in doing so even he had difficulty avoid recognizing non-published material as "clearly" crunch, and considered other examples to be fluff.

At the same time, he was unwilling to call certain "_non-numeric, non-formalised_ content in game books" fluff (i.e., Glorantha).

Again, Breakdaddy put it best when he said "These terms are not my favorites. They can be interpreted ten different ways by ten different people, even though I think everyone has at least some idea as to what they mean." And it was he who then suggested the need for beer (although not for everyone, and you selected an excellent brand).

Frankly, I doubt that anyone would object to the term "fluff" if it was used to refer only to "_non-numeric, non-formalised_ content in game books" which was also "something of little substance or consequence, especially light or superficial entertainment; or inflated or padded material" -- or, in other words, if it sucked.


RC
 

Doug McCrae said:
We use a number of terms to talk about roleplaying that have wildly varying definitions. 'Powergaming' and 'munchkin' for example. Also 'railroading'. And yet these terms are used frequently. 'Fluff' and 'crunch' have IMO, a much tighter definition than those do.
To be perfectly frank, I think the reason I don't object to those terms is that they insult something I don't like rather than something I do. In some respects, with the exception of "railroading," I think they're probably just as problematic.
 

Doug McCrae said:
We use a number of terms to talk about roleplaying that have wildly varying definitions. 'Powergaming' and 'munchkin' for example. Also 'railroading'. And yet these terms are used frequently. 'Fluff' and 'crunch' have IMO, a much tighter definition than those do.



Probably in the case of "powergaming" and "munchkin," but they are not terms that I use. The definition of "railroading" is pretty tight. IMHO, "railroading" is much better defined than fluff or crunch. Language is, of course, inherently subjective. Your mileage may vary.

Isn't "munchkin" normally used as a prejorative for any player (including the DM) who places an undue emphasis on published rules at the expense of versimilitude, flavor, and implied rules (i.e., common sense consequences of behavior)? Or does "munchkin" only apply to doing this during character creation/advancement?


RC



EDIT: To note, I am not the one who claimed that a virtue of the fluff/crunch terminology was its clarity. I merely pointed out that it is so often not used clearly that even those who believe the term is clear may have difficulty deciding when/how to apply it. This follows as evidence the argument that "clarity" cannot be used as justification for the use of these terms.

Someone in another thread (http://www.enworld.org/showthread.php?t=125968) once said "Given that 99% of problems in roleplaying are communication problems that's something that should be avoided or minimised at all costs."

RC
 
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fanboy2000 said:
You're right, we need to discuss definations.

<snip>

Again, if you look through the posts, I think you will find that people use crunch to evaluate the contents of a book, not to describe the an actual game session.



Yet, mysteriously, in your poll (http://www.enworld.org/showthread.php?t=126095) your question implies that stat blocks are crunch, whereas stat blocks generally appear in-game more often than in books.

You asked "Is a character statblock a rule or is it just crunch?" (emphasis mine). When 107 people had voted, 57 said crunch (53.27%) and 21 said both (19.63%), for a whopping 68 out of 107 (over 70%).

If hong was right when he said, "Crunch", as most people understand the term, refers to _published_ formal, numeric or probabilistic mechanical content in game books, then surely these numbers would be different?

Starglim mentions some rules having a "virtual existence" which sounds an awful lot like what I was calling "implied rules."

Agamon said "Wow, and here I thought rules and crunch were pretty much the same thing." Not a ringing endorsement of the claims made by those who say "By crunch we all mean only rules in rulebooks but not in games."

Ironwolf said "I went with crunch....I guess my reasoning was take an NPC in a campaign or module, say a third level fighter. You work up a nice little background, motivations, etc for said NPC - your fluff. Then you need to get his stats down on paper so we know how to use him game mechnanic wise, a.k.a. stat block - or your crunch." (Emphasis mine) Again, seems unclear on this "only in the rule books" thing.

I am not sure if what Kamakaze Midget wrote limits fluff to published text or not, but seems to limit crunch.

I think my point is pretty obvious. The definition of the term is not pretty obvious.

Even if "crunch" was originally intended to refer "to _published_ formal, numeric or probabilistic mechanical content in game books," this is not how most people understand the term.


RC
 

To be fair, the majority of posters felt that a stat block is crunch. And I think a minority thought it was rules. Which concurs with what we've discussed in this thread. (I actually took the numbers as something of an endorsement of the f/c terminology!)

It should also be noted that if the poll is evidence that f/c has a hazy meaning it is also evidence that the term 'rules' has a hazy meaning.

Fanboy2000 didn't say whether the statblock occurs in published material or not. I'm actually now of the opinion that f/c can be applied to any written game material, even something an individual gamer has written and printed out himself, without losing such clarity as it has. The problem with this usage is the denigration of fluff at the expense of crunch is no longer appropriate here. Something that was just printed out (not even existing on the web) will probably only be for the use of a single group so the crunchy bits are no better than the fluffy bits. If anything, the reverse is more likely to be the case.
 

I always considered rule, or anything written in rules-ese (like feats and spells), to be crunch. Fluff is flavor text, descriptions of people and places, or examples.

Everything in the SRD is pure crunch. The SRD is the D&D rules minus the fluff. It's a very dull read by itself.
 

Raven Crowking said:
Yet, mysteriously, in your poll (http://www.enworld.org/showthread.php?t=126095) your question implies that stat blocks are crunch, whereas stat blocks generally appear in-game more often than in books.
You misunderstand me. I only think of statblocks as a published game material. I don't write-down NPC stats in anyway that I, personaly, think of as a statblock. If I'm going to bother to to flesh them out, I often use a character sheet. If I don't flesh them out, they basicly resemble chicken scratches that even another DM wouldn't understand.

In other words, when I phrased the question, it didn't occur to me to specifically mention published statblocks. I don't use any other kind.
 

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