The
Intersection of Fluff and Crunch: Or, Why Stories Matter to Our Games
Miniatures
game systems are composed of two major parts. The fluff; which is the
storyline, the character biographies, and even the aesthetic design
of the models, and the Crunch; the actual rules of the game. On the
internet, especially around some of the more tournament centred
blogs, we tend to forget the importance of fluff is to at all levels
of play.
Stop
for a moment and consider the miniature games you play. Do you play
Warhammer 40k or WarmaHordes? Infinity or
Malifaux? Kings of War or Warhammer? Within
those games why did you choose the faction that you did, especially
the first one you chose, before you knew the system all that well.
For
myself my first game was 40k, and my first faction was Necrons. I
chose Necrons because I loved the Terminator-style look of them mixed
with the undead army reborn theme of the fluff. Later on I expanded
to Tyranids in 4th edition because they looked awesome, but also
because the lack of any form of customization in the Necron force was
getting repetitive, and the Tyranid 4th ed book had a smorgasbord of
options for almost every single unit.
Now
this may just be my friends and I, but, I suspect this is the pattern
for most wargamers. It's why we play miniature games instead of, say,
chess (well, one of the reasons). You start out with an army that you
choose for aesthetic or story reasons, and then if you stay invested
in the game you tend to expand towards armies that have a play style
you're more interested in.
It's
a Guide for New Players.
For
new players, who haven't had a chance to get familiar with the rules
yet (especially the myriad special and unit rules), the fluff should
serve as a guide for what they want. When a new player reads through
their book, full of stories and unit biographies, they should be able
to choose units based on how their described. If a unit is described
in the fluff as stealthy and striking from the shadows then it should
probably have rules that represent that (in 40k
Stealth and Infiltrate at a minimum). If the unit is described
as being vicious in close combat in all of it's stories it should
probably, y'know, be at least decently deadly in combat. Probably it
should not constantly get torn to shreds by even the simplest
opposition. **cough** Howling Banshees **cough**
Now
not only should the fluff be an accurate guide but...
The
Coolest Rules Come Out of the Fluff.
One
of the biggest loses I think Necrons took when their ancient Codex
was finally updated was the loss of Phase Out. In their original form
the Necrons were like ghosts (really, really durable ghosts),
silently appearing, causing untold havoc, and then fading away in a
burst of emerald light. The few Necrons who did fallen in battle
would often spontaneously repair themselves, as if the damage didn't
even matter.
To
represent this on the table top the 3rd Edition Necron Codex had a
number of cheeky shenanigans that allowed them to zip around the
battlefield. Several of their units could Deep strike. Once the army
was deployed on the board the Veil of Darkness, and the Monolith
Portal could teleport them around even more, most frustratingly for
opponents even if they were locked in combat. In addition they had
the infamous We'll Be Back special rule that allowed dead models to
return to battle (essentially Reanimation Protocols but better, 4+
instead of 5+, yet worse at the same time as it was cumbersome as all
hell with an abundance of caveats and weird circumstances). Even
better these rules often interacted; a unit that used a Monolith
Portal could re-roll failed We'll Be Back rolls from that turn.
The
flip side was that the Necrons never fought to extinction. If they
took enough causalities the remaining army would simply teleport
home, or Phase Out as it was called, disappearing from the
battlefield to fight again another day (and granting an automatic
victory to their opponent). Now by the tail end of 5th Edition, when
the army finally got updated, the rules certainly needed updating
(We'll Be Back was extremely cumbersome, and Phase Out no longer
worked as intended anymore), but the wholesale removing of Phase Out,
instead of revamping it, was unfortunate.
There
are a plethora of great examples of amazing, fluffy, rules left
today. The new Chapter Tactics for Space Marines are incredible,
allowing you to tailor nearly your entire army towards your favourite
Chapter from the Black Library novels. Supporting Fire with Tau. Or
everyone's favourite fluff based rule Waaagh!!! Heck
the entire Ork Codex is a smorgasbord of wicked fluffy rules.
You
see the fluff influences how the designers build the armies, and is
what gives us such a diversity of armies and play styles. It is
instrumental to crafting a varied and interesting game. As opposed to
a game of really complicated chess.
Which
leads me to my last point...
Without
it We're Just Doing Recreational Math.
Let's
be real honest for a minute; without the context that the fluff and
stories provide we'd just be showing up at our friendly local gaming
store, or getting together in each others basements, and doing a
bunch of extremely repetitive probability experiments.
So
the next time you are building a list, and decide to take
Terminators, or a Carnivean, instead of 'Melee Unit 5', or
Firewarriors instead of 'Ranged Unit 2', you should probably mutter a
quick prayer to the Dice Gods in thanks for the fluff.