Crunch Versus Fluff

I feel that I would be negligent in my duties to the Tabletop Community at large if I did not at least mention the buzzwords “Crunch” and “Fluff”.

I personally added these words to my gaming vocabulary as soon as I first learned them from one of my favorite podcasts Full Metal RPG.

In short, these terms are used in order to better quantify the differences between different types of games. They could be applied to any game really, but I find them most useful when it comes to discussing Tabletop RPGs.

Crunch are the mechanics and various rules that may (but not always) slow down play of a game. Crunch is “ok so I have a +2 from being on horseback,  and also my sword gives me extra damage against undead.” Crunch is extensive rules for various types of situations. Crunch is the order of operations when deciding who hits what first and how hard it hits. Crunch is a descriptor to denote how much of a game is codified and overtly delineated in the rules.

Fluff is, in a way, everything else. Fluff is “Half-Elves are the looked at differently by humans and elves alike. Humans see them as too other-worldy to fully understand, and elves see them as too mundane to appreciate true elven sensibilities.”  Fluff is the dressing, the backdrop, the flavor of a character or a campaign. Fluff is the tone, the mood, and the setting. Fluff is vivid descriptions of people, places, and things that don’t directly correlate to any mechanical codified rules.

Using these two loose descriptors it becomes much easier to express to people the differences between game settings, game systems, and styles of play.

I can ask someone “So do you like a really crunchy game or are you more a fan of fluff?”

I can say “3rd Edition D&D was very crunchy and combat usually took hours, and part of the reason I like 5th Edition is they’ve trimmed down a lot of what I felt was unnecessary extra-crunchiness. Like grappling. God I hated the concrete crunch of 3rd Edition Grappling rules.”

I can say “Burning Wheel is a weird game because it feels like all the crunch is focused around what other games treat as fluff. Like all the mechanics focus around Beliefs and Instincts of characters while D&D treats beliefs and instincts as window dressing that is secondary to how much damage you roll for a long-sword versus a dagger.”

So try out these frameworks when you’re looking at the next game you play.

Just for fun, here’s some game examples and my perspective on their crunch to fluff ratios:

Settlers of Catan: 100% Crunch, 0% Fluff (nobody cares how many settlers died of starvation, just tell me if you want to trade your fucking Ore so I can build a god damned city)

Eldritch Horror: 80% Crunch, 20% Fluff (cards have flavor text which sets the mood and is interesting to read aloud, but ultimately the cards matter more for what they mechanically do to Investigators and the board. The cards are written in a nonlinear style so it really doesn’t matter when you “Open a Planar Gate” or if you fail your check and get lost in a city of cats for a turn, you’re probably gonna die anyway)

D&D 5e: 70% Crunch, 30% Fluff (the inclusion of Inspiration, Personality, Ideals, Bonds, and Flaws to the front of character sheets reminds players to role-play and not just hack and slash anything that moves. Ultimately, Crunch to Fluff is up to how the DM runs the game, but in general I feel the system as is equates roughly to a 70/30 split.)

Dungeon World: 40% Crunch, 60% Fluff (Since all the mechanics of Moves are directly tied to a narrative, this game strongly reinforces role-play and Theater of The Mind dynamics. There is no mention of weapon ranges in exact terms of feet or meters, that doesn’t matter in this game. What matters is are you pushing the story forward in interesting ways. But there’s still some bookkeeping in terms of Encumbrance, Holds, and other noodly bits)

Microscope: 10% Crunch, 90% Fluff (If you haven’t checked out this game, you should. I banged out a quick blurb about it here. At first glance it doesn’t exactly look like a role-playing games but it definitely is a role-playing game. The only crunch in Microscope is keeping track of who is in charge of a Focus and what Legacies have built up, but mostly this is simple and straightforward. The meat of Microscope is describing events, characters, and vast spans of chronology. There are no rolls in Microscope, just roles.)  

 

 

Spelljammer for 5th Edition D&D

First, I have to give credit where credit is due. I was bored one evening and strolling through Youtube when I stumbled upon a video by one of my favorite Youtube channels Web DM:

If you have never heard of Spelljammer and you love D&D, you owe it to yourself to at least watch this video.

Spelljammer was a setting published by TSR for AD&D back in 1989. It was originally conceived of as a way to intertwine their already published settings (Dragonlance, Faerun, and Greyhawk) into one cohesive multiverse.

Spelljammer borrowed ideas from the cosmology of ancient and medieval scholars and presented a world where every planetary system is surrounded by Crystal Spheres. These spheres are impenetrable (except by certain magicks) and float within a rainbow ocean called The Phlogiston (I’ve heard it pronounced Flog-is-tahn as well as Flo-gest-on).

The area within a Crystal Sphere (inside a planetary system) is called Wildspace, and outside the Sphere is the seemingly endless Phlogiston (also called The Flow). The Crystal Sphere’s primary purpose appears to be to keep the Plogiston out and Wildspace in, and within Wildspace gods and divine powers can function as normal. In The Flow though, dimensional magics as well as divine magic fail. The gods are seemingly prohibited from entering The Phlogiston.

Now these cosmological and metaphysical flavorings caught my attention, but what interested me more was how this simple framework blew my mind in terms of what it implied I could do with world-building as a DM.

Anything.

I could do ANYTHING.

Fit it all in the same physical reality, and make it possible to jump from one strange world to another.

After watching Web DM’s Spelljammer video I became obsessed.

I searched the internet and could not find a satisfactory Spelljammer for 5th Edition. The only file I found was poorly written and the file was corrupted so you couldn’t even read the whole thing and it appeared as if the writer had given up halfway through.

Then one day, on a whim, I went to a Half Priced Books to see if maybe they happened to have some Spelljammer books.

Rolled a Nat 20 on my Investigation Check.

IMG_7802

I found the two main Boxsets for Spelljammer in near mint condition.

And I commenced to devouring their contents like a starved Mindflayer discovering a vintage wizard’s brain.

I was immediately disappointed. In their video, Johnathan Pruitt made it sound like you could pick up these old rulebooks and run Spelljammer for 5e with little to no conversion. I vehemently disagree. So many aspects of the original Spelljammer are simply not suited for the 5th Edition design philosophy and style. Who the fuck wants saving throw matrices anymore?

Well, I don’t do anything half-assed, so I set off working on a careful and considerate conversion of these old rules and bringing them into the new and glorious age of 5th edition.

1 year later.

I have done the hard work for all you lovely internet people. I condensed down 49 pages of The Lorebook of The Void and 71 pages of The Concordance of Arcane Space and I give you two simple and easy to use PDFs for free. (because I found out after doing all this work that I cannot post either of these PDFs on DMsGuild or DriveThruRPG due to copyright issues.)

https://drive.google.com/open?id=0B8Zz8olFKHfJLVptbGF6Z0pZZG8

One PDF is all the rules you could possibly need to run Spelljammer in 8 pages, and the other is 23 Spelljamming Ships and 7 Spelljamming Helms for use in your Spelljammer campaign.

Enjoy!