Season 7 Episode 9
Mar 15, 2012 17:22:53 GMT -8
Post by kaitoujuliet on Mar 15, 2012 17:22:53 GMT -8
I definitely think the phenomenon Tappy describes exists; I wouldn't use the term "crunch" or "crunchy" for it, as those terms have a different meaning that's generally agreed upon, but maybe we could think up a new term to describe the case where the mechanics pervade every aspect of a game. "Mechanic-infused" or something, maybe.
To me, right at that moment I wasn't role playing any more. I was trying to force the fiction of the story down a certain path simply because I needed a mechanical benefit to be effective. Throughout the whole game we were trying to justify fictional reasons why we could add certain dice to our rolls just because we needed those extra dice to have a chance against the Watchers NPCs. It seems that you have to constantly be aware of situations that you can take mechanical advantage of while playing this game. Your "crunch brain" always has to be on, even in situations that would be pure role playing in other systems.
I remember having a similar discussion on the old board about my experience with another game; I think it was Dogs in the Vineyard. I think a lot of new-style games which tie the mechanics to story elements rather than character abilities have this issue. I'm sure it's a feature, not a bug, but it definitely requires a paradigm shift to get used to playing this way.
Fluff is completely different, in that there is a requisite amount of fluff that must be present for a good story to be told. Whether that fluff is provided by the system or the collective imagination of the players and GM is dependent on both the system and group, but there must be enough fluff to encase the plot and provide some wiggle room when things go awry. The exception here is, of course, the sandbox game, which is nothing but fluff, and in no way a bad thing.
You had me nodding along up to the last sentence. I'm not sure I get how a sandbox game is fluff-only. Wouldn't it depend on the system? I would think a crunchy sandbox game ought to be possible.
Crunch or crunchy-ness is not a binary state, in opposition to "fluff" or whatever else. It's a relative descriptor, like "warm." You can't separate things into "warm" and "not warm"; you can only compare them by saying that one is warmer than another, and make statements of taste regarding how warm you want something to be. Crunch is the same. Crunch is a measure of volume; the more numeric rules and abstract subsystems a system uses, the more crunchy it becomes, regardless of the amount of fluff material or roleplaying which may also exist within the game.
I really like this summation.
- Crunchy (Savage Worlds)
- Crunchier (GURPS)
- Crunchiest! (Rolemaster)
I will see Rolemaster and raise you SYNNIBARR! ;D

I remember having a similar discussion on the old board about my experience with another game; I think it was Dogs in the Vineyard. I think a lot of new-style games which tie the mechanics to story elements rather than character abilities have this issue. I'm sure it's a feature, not a bug, but it definitely requires a paradigm shift to get used to playing this way.

You had me nodding along up to the last sentence. I'm not sure I get how a sandbox game is fluff-only. Wouldn't it depend on the system? I would think a crunchy sandbox game ought to be possible.

I really like this summation.

- Crunchier (GURPS)
- Crunchiest! (Rolemaster)
I will see Rolemaster and raise you SYNNIBARR! ;D