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	<title>Comments on: Fluff, Crunch, Gamism, and Simulationism</title>
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	<link>http://willowrants.wordpress.com/2008/05/09/fluff-crunch-gamism-and-simulationism/</link>
	<description>Willow's Random Thoughts</description>
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		<title>By: Best of Willowrants, Volume V &#171; This Way Lies Madness</title>
		<link>http://willowrants.wordpress.com/2008/05/09/fluff-crunch-gamism-and-simulationism/#comment-7460</link>
		<dc:creator>Best of Willowrants, Volume V &#171; This Way Lies Madness</dc:creator>
		<pubDate>Sun, 02 Nov 2008 21:39:05 +0000</pubDate>
		<guid isPermaLink="false">http://willowrants.wordpress.com/?p=339#comment-7460</guid>
		<description>[...] Fluff, Crunch, Gamism, and Simulationism [...]</description>
		<content:encoded><![CDATA[<p>[...] Fluff, Crunch, Gamism, and Simulationism [...]</p>
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		<title>By: Josh W</title>
		<link>http://willowrants.wordpress.com/2008/05/09/fluff-crunch-gamism-and-simulationism/#comment-7389</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Tue, 01 Jul 2008 01:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://willowrants.wordpress.com/?p=339#comment-7389</guid>
		<description>Crunch allows you divorce &quot;being there&quot; from &quot;being inside the GM&#039;s head&quot;. I have played rules light games where the laws of the universe were clearly those of my friends personality, to the point at which it feels harsh to disclose them.
I think the fluff/crunch distinction is created by the violence that RPG systems can do to some GM&#039;s worlds, where their story dynamics and &quot;colour&quot; is just a wrapper on the same old systems, and have no effect on how things actually behave. So players know that the GM&#039;s world is non-essential, it is fluff, and they can cut through to the crunch whenever they want.
For me the rules of a fictional universe are a fundimental part of being there, rules are the dynamic component of setting, as opposed to it&#039;s pre-player existence. Forms of story structure that are not stable in the games rule system will very quickly fall apart, to the dismay of many people hoping for a specific style of game. Now couple that with the thing above, and it seems like games are designed to break peoples worlds, but actually they can be designed to stretch them in appropriate ways, to take some of the burden of making variety off the GM, as well as showing players where they can leave their stamp. That is one of many reasons that system matters!</description>
		<content:encoded><![CDATA[<p>Crunch allows you divorce &#8220;being there&#8221; from &#8220;being inside the GM&#8217;s head&#8221;. I have played rules light games where the laws of the universe were clearly those of my friends personality, to the point at which it feels harsh to disclose them.<br />
I think the fluff/crunch distinction is created by the violence that RPG systems can do to some GM&#8217;s worlds, where their story dynamics and &#8220;colour&#8221; is just a wrapper on the same old systems, and have no effect on how things actually behave. So players know that the GM&#8217;s world is non-essential, it is fluff, and they can cut through to the crunch whenever they want.<br />
For me the rules of a fictional universe are a fundimental part of being there, rules are the dynamic component of setting, as opposed to it&#8217;s pre-player existence. Forms of story structure that are not stable in the games rule system will very quickly fall apart, to the dismay of many people hoping for a specific style of game. Now couple that with the thing above, and it seems like games are designed to break peoples worlds, but actually they can be designed to stretch them in appropriate ways, to take some of the burden of making variety off the GM, as well as showing players where they can leave their stamp. That is one of many reasons that system matters!</p>
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		<title>By: Willow</title>
		<link>http://willowrants.wordpress.com/2008/05/09/fluff-crunch-gamism-and-simulationism/#comment-7330</link>
		<dc:creator>Willow</dc:creator>
		<pubDate>Tue, 13 May 2008 17:35:09 +0000</pubDate>
		<guid isPermaLink="false">http://willowrants.wordpress.com/?p=339#comment-7330</guid>
		<description>Hey Fang-

There&#039;s two more posts in the series.  The second one just went up- likely while you were composing this comment.  The last one should be up in a few days.  &quot;The point&quot; might be a little more clear after those.

Anyway, glad you enjoyed the post!  I&#039;m surprised to see this up on Mendel&#039;s Theory Watch blog, since I only wrote it for my own benefit (and some people in my play group), but it&#039;s nice to see that other people find it interesting.</description>
		<content:encoded><![CDATA[<p>Hey Fang-</p>
<p>There&#8217;s two more posts in the series.  The second one just went up- likely while you were composing this comment.  The last one should be up in a few days.  &#8220;The point&#8221; might be a little more clear after those.</p>
<p>Anyway, glad you enjoyed the post!  I&#8217;m surprised to see this up on Mendel&#8217;s Theory Watch blog, since I only wrote it for my own benefit (and some people in my play group), but it&#8217;s nice to see that other people find it interesting.</p>
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		<title>By: Fang Langford</title>
		<link>http://willowrants.wordpress.com/2008/05/09/fluff-crunch-gamism-and-simulationism/#comment-7329</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Tue, 13 May 2008 17:29:48 +0000</pubDate>
		<guid isPermaLink="false">http://willowrants.wordpress.com/?p=339#comment-7329</guid>
		<description>This is a really good article.

But I&#039;m not sure what the point is.

Both the definitions you give Gamism and Simulationism are inaccurate enough that you aren&#039;t really speaking to the &#039;trademarked&#039; terms.  (Trust me, I was on the Forge when &#039;the Big Model&#039; was conceived.  Shared Imaginary Space was my idea.)  Yet this article is basically trying to describe them.  At least superficially.

Beneath that, I see a couple of very, very important points.  They become almost completely obscured by GNS terminology justification and even that sounds somewhat apologetic.  I would like to see you delve deeper into these points.

The points you are making, in essence, are, &#039;can you have fluff without the crunch&#039; and &#039;can you have crunch without the fluff&#039;.  You sketch out some needs for crunch in fluff-play; crunch that emulates the verisimilitude of the milieu, but then you say you can&#039;t answer.  I think if you get rid of the &#039;Simulationist&#039; label, you could discuss this just fine.

Likewise, you touch upon how fluff gives more interesting context to crunch play (and you don&#039;t really let the label &#039;Gamism&#039; get in your way).  In the future, do me and your audience a wonderful thing by just giving us your thoughts without humbling them to Forge theory.  (Looking at what you have here, I&#039;m pretty sure you&#039;re bound for a falling out with them eventually, anyway.)

All that aside....

I&#039;d like to add to your ideas about fluff-play needing a bit of crunch by suggesting one of the alternate ways dice work.  They create information.  How many orcs are there?  How far did that fly?  Did he drown?  You could simply fiat over all of that (what people assume freeform is doing), but you know what?

That all seems arbitrary.

With a bit of crunch you create suspense; you create a mood of the unknown, of things to be &#039;looked into&#039;.

Way back in ancient history, Steve Jackson Games release the rules engine for GURPS early (probably to make enough money to print GURPS).  This was called &#039;Man to Man&#039;; it was basically a combat system sharp enough for arena combat between individuals...and nothing else.  Truly crunch without the fluff.  It was interesting until you got the hang of it.  What did you do after that?

Make up stuff.

You rightly point out that the addition of fluff to a crunch-based game creates interest, intrigue and importance.  I would like to see you go farther into this as well.  You ideas are new and interesting; don&#039;t hide them behind someone else&#039;s terminology.  Misidentifying their work and hiding yours in it does neither of you good.  (You aren&#039;t recruiting for them right and you are drowning out your own ideas.)

I look forward to reading your blog and have added it to my feed reader.  Keep up the good work!

Fang Langford
Come see my new centralized blog!  scattershotgames.com</description>
		<content:encoded><![CDATA[<p>This is a really good article.</p>
<p>But I&#8217;m not sure what the point is.</p>
<p>Both the definitions you give Gamism and Simulationism are inaccurate enough that you aren&#8217;t really speaking to the &#8216;trademarked&#8217; terms.  (Trust me, I was on the Forge when &#8216;the Big Model&#8217; was conceived.  Shared Imaginary Space was my idea.)  Yet this article is basically trying to describe them.  At least superficially.</p>
<p>Beneath that, I see a couple of very, very important points.  They become almost completely obscured by GNS terminology justification and even that sounds somewhat apologetic.  I would like to see you delve deeper into these points.</p>
<p>The points you are making, in essence, are, &#8216;can you have fluff without the crunch&#8217; and &#8216;can you have crunch without the fluff&#8217;.  You sketch out some needs for crunch in fluff-play; crunch that emulates the verisimilitude of the milieu, but then you say you can&#8217;t answer.  I think if you get rid of the &#8216;Simulationist&#8217; label, you could discuss this just fine.</p>
<p>Likewise, you touch upon how fluff gives more interesting context to crunch play (and you don&#8217;t really let the label &#8216;Gamism&#8217; get in your way).  In the future, do me and your audience a wonderful thing by just giving us your thoughts without humbling them to Forge theory.  (Looking at what you have here, I&#8217;m pretty sure you&#8217;re bound for a falling out with them eventually, anyway.)</p>
<p>All that aside&#8230;.</p>
<p>I&#8217;d like to add to your ideas about fluff-play needing a bit of crunch by suggesting one of the alternate ways dice work.  They create information.  How many orcs are there?  How far did that fly?  Did he drown?  You could simply fiat over all of that (what people assume freeform is doing), but you know what?</p>
<p>That all seems arbitrary.</p>
<p>With a bit of crunch you create suspense; you create a mood of the unknown, of things to be &#8216;looked into&#8217;.</p>
<p>Way back in ancient history, Steve Jackson Games release the rules engine for GURPS early (probably to make enough money to print GURPS).  This was called &#8216;Man to Man&#8217;; it was basically a combat system sharp enough for arena combat between individuals&#8230;and nothing else.  Truly crunch without the fluff.  It was interesting until you got the hang of it.  What did you do after that?</p>
<p>Make up stuff.</p>
<p>You rightly point out that the addition of fluff to a crunch-based game creates interest, intrigue and importance.  I would like to see you go farther into this as well.  You ideas are new and interesting; don&#8217;t hide them behind someone else&#8217;s terminology.  Misidentifying their work and hiding yours in it does neither of you good.  (You aren&#8217;t recruiting for them right and you are drowning out your own ideas.)</p>
<p>I look forward to reading your blog and have added it to my feed reader.  Keep up the good work!</p>
<p>Fang Langford<br />
Come see my new centralized blog!  scattershotgames.com</p>
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