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Fluff vs. Lore?

Started by Reckall, May 19, 2019, 09:13:03 PM

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Reckall

Until today, to me "fluff" and "lore" were the same thing in a RPG: the part that fleshes out the world/universe of your game - giving you more options for your characters and the DM, and feel them more "grounded" in the specific milieu (should you like it, of course).

Now I was watching a video by The RPGPundit (the one about the idea of "belonging" or not to a community, IIRC - the first one in his "Rants" playlist on YouTube) and he does seem to refer to the two things as different concepts. Is it so? Opinions?

Sorry if I kept this short, but I am really under the weather :(
For every idiot who denounces Ayn Rand as "intellectualism" there is an excellent DM who creates a "Bioshock" adventure.

myleftnut

Same thing to me but I must admit I liked the larger metaplots 90s games had.

Charon's Little Helper

#2
I'd say that lore is a sub-category of fluff.

Lore is tidbits about the world such as its history and definitions of things (armor types/nations/mecha/whatever) while fluff is broader - for example it can also include things like little stories and journal entries which take place in the setting, while I wouldn't consider them to be lore.

But - just my $0.02.

antiochcow

I've always conflated the two. How did Pundit describe them?

HappyDaze

To me lore is in-game facts (history, geography, relationships, etc.) that impact the setting on a large scale while fluff is descriptive text alongside rules text (like descriptions of how a spell looks/sounds/smells along with what gestures are made and words said to cast it). Changing fluff text doesnt't necessarily alter the game world all that much but changing lore often will even if the rules are still the same.

kythri

There's fluff, and there's crunch.

Crunch is rules, mechanics, etc.

Fluff isn't.

Shasarak

I always saw Fluff as a comparison to Crunch.  Lore is a much more encompassing term in my mind that could include both Fluff and Crunch.
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Spinachcat

Lore is useful to gameplay as its the foundation of the setting.

Fluff is bullshit to increase page count and sell supplements. It's why 150 page RPGs are instead 300 pages, and still can't stand on their own.

Unfortunately, fluff sells because too many gamers mistake game texts for novels.

GeekyBugle

Quote from: Spinachcat;1088606Lore is useful to gameplay as its the foundation of the setting.

Fluff is bullshit to increase page count and sell supplements. It's why 150 page RPGs are instead 300 pages, and still can't stand on their own.

Unfortunately, fluff sells because too many gamers mistake game texts for novels.

Agreed, and still we have the intelligentsia telling us how a game of less page count is somehow automatically lesser. Remove all the fluff and you might find that that US60 book is less than 100 pages, suddenly that 150 pages supplement looks like the publisher milking you.

Remove all the Fluff of both and you end with a whole book that stands on it's own clocking about 150 pages.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

VincentTakeda

Lore is important real world stuff like campaign relevant information or setting stuff about how the world works. Fluff is the little details that arent anymore relevant than cursory observation. Lore is the important stuff the average person in the game ought to know.  Fluff is the unimportant information that although it adds flavor to the world, it isnt 'important meaty information'

This world has dragons - Lore
The barmaids toenails are painted gold - Fluff

Omega

Problem is some cant distinguish setting info from "fluff" and since its a derogatory term anyhow they will aim it at about anything that 'offends' them. Even occasionally mechanics or whole modules. Then you get the problem where the setting info is mixed in with prose.

A good recent example is the 5e Sword Coast book. Its got alot of setting info. But its buried in alot of prose and you have to dig it out of that. Some would consider it all fluff. These people are morons as theyd also consider all the setting info in say the greyhawk boxed set to be 'fluff' even though theres no prose atatched to any of it. Like I said. Morons.

Shawn Driscoll

#11
Quote from: Reckall;1088592Until today, to me "fluff" and "lore" were the same thing in a RPG: the part that fleshes out the world/universe of your game - giving you more options for your characters and the DM, and feel them more "grounded" in the specific milieu (should you like it, of course).
Fluff is the nonsense timeline that's listed in the book before the game's setting happens. The history of long forgotten Emperors and Kings kind of thing.

Reckall

#12
I found the reference: It was something The Pundit mentioned in passing while charting a brief story of TSR's "book fever". To him, books were the fluff, and soaked up the energies needed to publish quality supplements (the lore).

I don't know if I agree or not. I have read some books, back in the day, some were absolutely dire but others, like "Elfshadow" by Elaine Cunningham, were full of lore bits and story ideas. Also it is always refreshing and creatively stimulating to see people and places "in motion, living their lives" and not only as a picture or a paragraph on as page,

[OK, that's a bit from Stanley Kubrick, and how one thing he aimed to accomplish with "Barry Lyndon" was "To show all those people in pictures and frescoes as they lived and died - not frozen in one image in time"]

The problem was that TSR published so many different books that finding something good was a roulette. At the end I simply ran my gigantor Forgotten Realms/Planescape campaign (1999-2012) the way I wanted - and, strangely enough, I managed to pull it off rather well. Amazing, uh?
For every idiot who denounces Ayn Rand as "intellectualism" there is an excellent DM who creates a "Bioshock" adventure.

S'mon

#13
Fluff is a term of art in 4e D&D and similar games (like I guess all boardgames) that separate in-world description from mechanical resolution. It makes a lot of sense when describing Eurogame boardgames like Settlers of Catan or Carcassone where the Fluff is a thin coating over the abstract mechanical Crunch - the game is in the Crunch. This is different from simulationist wargames like eg Battle of Arnhem where the rules are created to model the events that are the topic of the game. Players of the latter type of game commonly house rule to create a better model of in-world reality - "It ought to be at least possible for the British Paratroopers to dislodge the SS Panzer regiment!" - which would be a nonsensical thing to do in a Eurogame.

The Fluff/Crunch dichotomy is normally irrelevant to RPGs since they are partially simulationist and the GM makes rulings based on in-world reality.

Steven Mitchell

Lore are the useful bits of setting material that you might not have made up yourself, or at least would have taken you considerable time.  Fluff is all the stuff you could make up on the spur of the moment, when it is needed.

The dividing line between the two is necessarily a moving target, as each person applies that criteria.