Krensky
First Post
However, I don't think you can have robust mechanics that are imbalanced in the first place.
Sure you can. Ars Magica or the Buffy/Angel games, for example.
However, I don't think you can have robust mechanics that are imbalanced in the first place.
Item (3) is, AFAICT, the "modern" focus of niche protection. It is okay to suck a little now, and win a little later, but you should never suck too much (and consequently can never win too much either), for a game to be "well balanced". The theory is that, even if taking away the lows also excises the highs, you can get a consistantly acceptable experience. Sort of a "win a little all the time, suck a little all the time" approach to game design. This seems quite popular right now. I suspect that the current "bad-assery" of PCs in various games is an attempt to make the median feel more like "win" and less like "suck".
We can call this balance by hiding the median.
This might be true for something like the Dragonlance modules, or Expedition to Ravenloft. But taken literally it suggests that all RPGs are pastiche.With a game, you are selling the experience.
Sure you can. Ars Magica or the Buffy/Angel games, for example.
Sure you can. Ars Magica or the Buffy/Angel games, for example.
And, just to add to AllisterH's point, how robust are those rules? How much can you start futzing with these rules before they become so unbalanced that the game goes kerblooie. I'll be completely honest here and say I've never read/played those games, so, I have no idea if you can or not in those systems.
IME, when mechanics are unbalanced, any changes by and large only exacerbate the problem, not solve it.
The general idea is that when one person is doing well, through great luck or just plain good play, that person ends up creating opportunities or flat out granting bonuses that allow the rest of the group to do well.
Thus, what happens is that when the group is playing well together, they end up elevating the baseline so that there is much more "win" than "suck" for everybody. It's not necessarily a zero-sum game where for one person to kick ass everyone else has to be sucking, but neither is is a game where everybody kicks ass all the time.
Aren't those cases of mechanics which exist to enable unbalanced characters to play out (in some sense) as though they were balanced?Sure you can. Ars Magica or the Buffy/Angel games, for example.
I think that places WAY too much on the DM's plate. The rules should be there to take that off the shoulders of the DM/GM and let him get on with actually running the game.