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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="jrowland" data-source="post: 6011992" data-attributes="member: 94389"><p>This is the endless thread that keeps changing focus...I love it, lol!</p><p></p><p>I once argued back in the days when 3e was released that fluff-cunch are not mutually exclusive, but rather they "inform" each other. Crazy Jerome mentioned a door: If the fluff says its is a strong door, the mechanics should reflect that. It works the other way too. If the mechanics make opening the door tough, it should be described as such. The Hit Point arguments often vacillate between fluff-crunch for this very reason. Neither point to each other in a satisfactory way.</p><p></p><p>I've always leaned towards Fluff being "dominant" in this tango. That is, start with the fluff, it should lead to the design of the mechanics. I like 4E, but I think it is a case of mechanics leading fluff, that is, the mechanics came first and the fluff is added later (I would add it relatively easier to re-fluff than re-crunch, and so 4E is ok if you do a lot of fluff "re-skinning", as most fans of 4E will tell you).</p><p></p><p>1E era stuff was fluff first. Gygax and gamers alike wanted a game to re-live the adventures of the likes of Frodo, the Grey Mouser, Conan, etc. The mechanics were attempts to make that happen...</p><p></p><p>I want to digress a bit here about simulationalism vs gamism here. It might be tempting to associate mechanics-first with gamism and fluff-first with simulationalism, but I think that would be wrong. 1E wasn't try to be "realistic" in the simulationist sense so much as it was trying to re-create those "unrealistic" fantasy stories. You can't simulate a fireball being cast by awizard, since the whole concept of fireball casting wizards is made-up. Gygax in AD&D did try some simulationism with melee combat, but his approach is more like the assumptions of wargames (statistics) rather than personal combat (discrete datum).</p><p></p><p>So I agree there needs to be a balance between fluff n crunch, but I think the "style" you are referring to is more aligned with the notion of fluff-first or mechanics-first.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6011992, member: 94389"] This is the endless thread that keeps changing focus...I love it, lol! I once argued back in the days when 3e was released that fluff-cunch are not mutually exclusive, but rather they "inform" each other. Crazy Jerome mentioned a door: If the fluff says its is a strong door, the mechanics should reflect that. It works the other way too. If the mechanics make opening the door tough, it should be described as such. The Hit Point arguments often vacillate between fluff-crunch for this very reason. Neither point to each other in a satisfactory way. I've always leaned towards Fluff being "dominant" in this tango. That is, start with the fluff, it should lead to the design of the mechanics. I like 4E, but I think it is a case of mechanics leading fluff, that is, the mechanics came first and the fluff is added later (I would add it relatively easier to re-fluff than re-crunch, and so 4E is ok if you do a lot of fluff "re-skinning", as most fans of 4E will tell you). 1E era stuff was fluff first. Gygax and gamers alike wanted a game to re-live the adventures of the likes of Frodo, the Grey Mouser, Conan, etc. The mechanics were attempts to make that happen... I want to digress a bit here about simulationalism vs gamism here. It might be tempting to associate mechanics-first with gamism and fluff-first with simulationalism, but I think that would be wrong. 1E wasn't try to be "realistic" in the simulationist sense so much as it was trying to re-create those "unrealistic" fantasy stories. You can't simulate a fireball being cast by awizard, since the whole concept of fireball casting wizards is made-up. Gygax in AD&D did try some simulationism with melee combat, but his approach is more like the assumptions of wargames (statistics) rather than personal combat (discrete datum). So I agree there needs to be a balance between fluff n crunch, but I think the "style" you are referring to is more aligned with the notion of fluff-first or mechanics-first. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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