Fluff: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Carcer
mNo edit summary
No edit summary
Line 3: Line 3:


[[Powergamer]]s typically ignore fluff to focus on crunch; however, the opposite extreme, a player who designs characters based solely on the fluff associated with their choices and ignores the crunch, can be just as annoying, as they have a tendency to produce characters that are very interesting and well fleshed out, but nevertheless cannot actually do anything useful within the game mechanics.
[[Powergamer]]s typically ignore fluff to focus on crunch; however, the opposite extreme, a player who designs characters based solely on the fluff associated with their choices and ignores the crunch, can be just as annoying, as they have a tendency to produce characters that are very interesting and well fleshed out, but nevertheless cannot actually do anything useful within the game mechanics.
Game mechanics such as Fate or Dogs in the Vineyard strive to make character background and personality itself a mechanical advantage/disadvantage, allowing for well fleshed out characters that are mechanically effective at the same time.


[[Category:Roleplaying]]
[[Category:Roleplaying]]

Revision as of 07:34, 30 August 2008

Fluff is gamer slang for the stories, lore, and in-character description of a system or setting; it is the opposite of crunch, which solely describes mechanical effects. For example, in Games Workshop's official fluff for Warhammer 40,000, the Space Marines are extremely hardcore superwarriors who regularly achieve kill-to-death ratios somewhere in the order of several thousand to one; crunch-wise, although tough, their statistics are not nearly as good as the fluff would suggest.

Powergamers typically ignore fluff to focus on crunch; however, the opposite extreme, a player who designs characters based solely on the fluff associated with their choices and ignores the crunch, can be just as annoying, as they have a tendency to produce characters that are very interesting and well fleshed out, but nevertheless cannot actually do anything useful within the game mechanics.

Game mechanics such as Fate or Dogs in the Vineyard strive to make character background and personality itself a mechanical advantage/disadvantage, allowing for well fleshed out characters that are mechanically effective at the same time.