Fluff

This came to me by way of a few different avenues, most recently via this great post: there’s a poll about mechanics and story in D&D Next. This post is basically an Indies & More post on the issues brought up by the poll (when the D&D designers are this vocal it gives me a lot to blog about).

First off, read the mini-post that goes with the poll, it’ll only take a second. In particular, note the last sentence of the first paragraph, sic: “We all know them and are familiar with them, and to some degree we expect to see them in flavor text describing these aspects of the game.”

There are two words there that just bog me down: “flavor text.”

Here’s the thing that many games (examples in a bit) show: there is no such thing as flavor text in an RPG. The game is entirely in your imagination, and the text influences your imagination, so the entire text is the game.

Let’s take an example from a D&D book, one of the later d20 expansions that I think is particularly cool: the Tome of Magic. Here’s an excerpt from one of the classes, the Binder, in the “Playing a Binder” section (p. 12):

“After all, your activities and powers seem foreign and frightening to many people, and various religious sects consider contacting a vestige a sacrilege.”

That is, ostensibly, “flavor text.” There’s no mechanic to it per se. But phrase it a different way and it becomes clearly a rule:

Sacrilege: Those closely attuned to the divine will always react to signs of a vestige (usually that means badly).

The only change here is in the imperative. The first is text that’s easy to forget and buried at the end of one of the less-read sections of a class (just guessing here, but I usually skim them). The second is a class feature, which can be presented much like the standard combat abilities. The only difference between them is the phrasing and how they’re presented: the first is “flavor” only because the text presents it that way, it’s just as much a part of the class and playing the game as HP or AC.

There are plenty of examples of this: the Cleric class writeup often (though not in 4E, I checked) says something about Clerics acting on behalf of their larger religion, or Wizards being the product of masters and colleges, or Gnomes hating Kobolds. These aren’t just “flavor” they’re part of playing the game. The fact that gnome guards will attack kobolds on sight might make for a tense situation when the unlucky adventurer has been polymorphed into a kobold but needs to see the Gnome King. A Wizard’s tie to a tradition of magic gives them ties to a place, a person, and so on. Clerics have an expectation of support and an obligation to serve. All of these are what makes an RPG and RPG.

The root of “flavor text” is Magic, where some cards feature non-gameplay text meant to entertain. In Magic the term is wholly apt: the flavor text by definition has no effect on gameplay. It shouldn’t require further explanation to say RPGs aren’t Magic.

When talking about “flavor” it’s worth noting that flavor is the game. Without flavor, an RPG is a small scale miniatures thing. So breaking off a key piece and calling it “flavor” rather than “what the game is” seems counterproductive.

A few notes on the specific examples Monte offers, just since I’ve dealt with similar design issues:

Giving a racial favored weapon bonus is mildly problematic. Consider the possible “dwarves get +1 damage with axes” rule. In this case, any player making a dwarf either has to use an axe or give up a worthwhile bonus. Setting aside the issue of encouraging breaking the mold to create memorable characters, this just makes all dwarves hidebound to use an axe. Any dwarf who uses something else must have a low INT.

There’s an easy fix: instead of offering a permanent bonus, make starting with an axe easier. After all, your dwarf probably spent years in a dwarven hold using one. If instead of a permanent bonus all dwarves start with a masterwork axe for free each player has flexibility. There’s also tons of hooks for interesting play: a dwarf who starts off without his axe has a surplus of money, who wants it? A dwarf who gives up the axe after finding a magic sword is giving up his heritage; how do other dwarfs look at him when he returns to the hold?

The whole hatred-ability/favored enemy kind of thing is also somewhat problematic in play as well. If I make my character who is, for whatever reason, especially powerful against Kobolds then I’m at the mercy of the circumstances as to if I get to use my cool abilities or not. The Ranger is typically another source of this: I get all these abilities for fighting Orcs (or whatever) then either get to show off dramatically (v. Orcs) or sit around starting longingly at the cool abilities I could be using (v. anything else).

One way around this is to make the ability more nuanced then a combat bonus. +1 to hit or damage or whatever makes my character sub-optimal except when the enemies I’m fighting (which are beyond my control) happen to be the right type. Instead maybe I get a special ability where I always notice signs of my favored enemy. Now I’ll never be caught unawares by orcs, since I’ll have picked up something about them, but I also won’t be missing powerful bonuses by fighting the wrong thing.

Another option is to make the bonus less direct. Say Kobolds are known for their traps. Maybe as a Gnome I get a bonus vs. simple traps. This accurately reflects that Gnomes are used to Kobold tricks, but is also broad enough to not limit my character’s effectiveness to a certain enemy.

Those specific examples aside, let’s just stop talking about “flavor” v. “rules” or “fluff” v. “crunch.” Anything that colors the world we present while we play is part of the game, no matter if it involves math or prose. There are ways to present the non-math parts of the game more directly and effectively, but that doesn’t change the underlying concept. The fiction is the game.