Funny Dice

Thursday, May 13, 2004

Fluff and Crunch, part 2

Another way to think about fluff and crunch is as story and rules. Sometimes the rules can overwhelm the story and the goal becomes "winning" rather than having a good time. It can get so bad that players feel the need for a strategy guide:

You're looking at the first strategy guide for the revised edition of the world's most popular role playing game. Let's be real -- the game's about combat, not charisma! This strategy guide gives you the strategies and techniques you need to win. It's like a football coach's playbook, or a video game champion's cheat codes. Feat combos, sneaky skill uses, multiclassing secrets, and abusing the rules: that's what it's all about.


Other times it's the other way around: the design becomes so atmospheric and subtle that the game cannot be played, only experienced. Role-playing as dream. Case in point: Lacuna.

Nine pieces of information. No names, no dates. Each one labelled with a coded phrase. These are the LACUNA DOCUMENTS, listed in order of release from our archives.

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