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Crunch, Crunchy

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Moreno Roncucci:
Ah, "Crunch" viene usato anche da Edwards per definire uno dei tipi di meccanismo presenti nel gamismo...

Qui il dizionario visto sopra segnala correttamente entrambi i significati:
Crunch
    In broad usage, this refers to hard-and-fast mechanics which require little subjective interpretation -- aka "Crunchy". As defined in Ron Edwards' Gamism essay, "an application or type of Challenge, based on high predictability relative to risk."
    References:    Gamism: Step On Up

Dal Provisional Glossary:
Crunch, the
    An application or type of Challenge, based on high predictability relative to risk. A feature of Gamist play.

Da "Gamism: Step on Up":

The Gamble and the Crunch
Challenge is the Situation faced by the player-characters with a strong implication of risk. It can be further focused into applications, which individually tend toward one of these two things:

The Gamble occurs when the player's ability to manipulate the odds or clarify unknowns is seriously limited. "Hold your nose and jump!" is its battle-cry. Running a first-level character in all forms of D&D is a Gamble; all of Ninja Burger play is a Gamble. More locally, imagine a crucial charge made by a fighter character toward a dragon - his goal is to distract it from the other character's coordinated attack, and he's the only one whose hit points are sufficient to survive half its flame-blast. Will he make the saving roll? If he doesn't, he dies. Go!

The Crunch occurs when system-based strategy makes a big difference, either because the Fortune methods involved are predictable (e.g. probabilities on a single-die roll), or because effects are reliably additive or cancelling (e.g. Feats, spells). Gamist-heavy Champions play with powerful characters is very much about the Crunch. The villain's move occurs early in Phase 3; if the speed-guy saves his action from Phase 2 into Phase 3 to pre-empt that action, and if the brick-guy's punch late on Phase 3 can be enhanced first by the psionic-guy's augmenting power if he Pushes the power, then we can double-team the villain before he can kill the hostage.

The distinction between Gamble and Crunch isn't quite the same as "randomness;" it has more to do with options and consequences. Fortune can be involved in both of them, and it doesn't have to be involved in either (see Diplomacy for a non-RPG example). Also, look out for jargon: "Crunchy" is a gamer term for detailed and layered rules; "crunching" is a long-standing term for maximizing Effectiveness by manipulating a system's Currency. Neither of these are Crunch as I'm defining here.

Quindi abbiamo che "The Crunch", "Crunchy", "Crunchy Bits", "Crunching" vogliono dire cose completamente diverse fra di loro (e solo uno è un termine forgita). E poi c'è gente che si chiede come mai per parlare di gdr e capirsi sia necessario usare esempi di actual play...  :-)

Renato Ramonda:
Beh Moreno, mi pare tra l'altro che Crunch nel senso usato in "step on up" e' uno dei tanti termini avvizziti e scomparsi dalla teoria: nessuno lo usa piu'.

Crunchy invece come aggettivo per un regolamento puo' voler dire cose diverse per diverse persone (e' anche una questione di percezione), ma sempre con lo stesso significato.
E non e' un termine di teoria in nessun modo, e' solo gergo.

Alessandro Piroddi (Hasimir):
so... I was right all along (?) :monkey:

Moreno Roncucci:
@Renato:
Sì, ma la morale è ancora quella: fai merenda con...  ehm..  no, "usa sempre esempi di actual play per chiarire quello che dici"  :-)

@Hasimir:
Rigorosamente, no.
In pratica, come da esempi, Crunchy può voler dire qualunque cosa vuoi, ormai...

lapo:
…nel Solar System pare invece indicare “l'atto di inventare chiavi e segreti durante l'invenzione di un'ambientazione” (ovvero di rendere l'ambientazione all'interno del sistema di regole).

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