Season 7 Episode 9
Mar 13, 2012 6:28:35 GMT -8
Post by Nolinquisitor on Mar 13, 2012 6:28:35 GMT -8
For me...
The definition of crunch have to relate to number. English being not my native language, the word crunch would have to start with the definition of number cruncher, "a person that does calculations".
I would say that the definition of a crunchy games would be a game where you have to make a lot of calculations, either in play or while creating the character. Crunch thus relating to numbers it also related to addition, substraction, division, etc.
Fluff would then be about words: adjectives, nouns, adverb, etc., and the polar opposite (*as BloodSparrow said).
In a rpg I think we have two kinds of crunch:
- Crunch during character generation
- Crunch during play
... and various degrees of crunch in those two parts.
Some game are crunchier at character gen and smoother in play (i.e. GURPS, Pathfinder) and some game are crunchier all across the board (Rolemaster, Twilight 2000).
In the veins of FATE we could qualify a game on its crunch value:
- Crunchy (Savage Worlds)
- Crunchier (GURPS)
- Crunchiest! (Rolemaster)
Just my two cents.
Kudos to Tappy for trying to explain his perspective.
I think that if we switch our perspective to include words in crunch Tappy's assessment makes perfect sense. Maybe Tappy just think quantumly about game mechanics. In a binary world you have crunchy systems and not-crunchy systems, but in the quantum world you can have crunchy-that-are-not-crunchy systems. Crunching words could very well be a new concept, uncovered by our AMAAAAZING friend!
Sometimes word are just word. In spirit, I think you were all saying the same thing, and just arguing about a particular grain of sand.
The definition of crunch have to relate to number. English being not my native language, the word crunch would have to start with the definition of number cruncher, "a person that does calculations".
I would say that the definition of a crunchy games would be a game where you have to make a lot of calculations, either in play or while creating the character. Crunch thus relating to numbers it also related to addition, substraction, division, etc.
Fluff would then be about words: adjectives, nouns, adverb, etc., and the polar opposite (*as BloodSparrow said).
In a rpg I think we have two kinds of crunch:
- Crunch during character generation
- Crunch during play
... and various degrees of crunch in those two parts.
Some game are crunchier at character gen and smoother in play (i.e. GURPS, Pathfinder) and some game are crunchier all across the board (Rolemaster, Twilight 2000).
In the veins of FATE we could qualify a game on its crunch value:
- Crunchy (Savage Worlds)
- Crunchier (GURPS)
- Crunchiest! (Rolemaster)
Just my two cents.

Kudos to Tappy for trying to explain his perspective.
I think that if we switch our perspective to include words in crunch Tappy's assessment makes perfect sense. Maybe Tappy just think quantumly about game mechanics. In a binary world you have crunchy systems and not-crunchy systems, but in the quantum world you can have crunchy-that-are-not-crunchy systems. Crunching words could very well be a new concept, uncovered by our AMAAAAZING friend!

Sometimes word are just word. In spirit, I think you were all saying the same thing, and just arguing about a particular grain of sand.