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Don't Lose The Forest For The Trees
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<blockquote data-quote="practicalm" data-source="post: 7732499" data-attributes="member: 6777923"><p>Some of the balance points is where the designer (or the target audience) falls into the Game, Narrative, Simulation spectrum.</p><p></p><p>Lots of early games tried to be simulations. There were charts for everything and there was more worry about was it realistic and the deterministic series of events would be balanced by the players doing things in response.</p><p></p><p>Not every game with charts was very realistic. Rolemaster's critical hit charts were more gamist since there were certain results you tried for (e.g. 66 result on the critical hit table was always good). But their weapons charts tried to be realistic of weapon types against different armor types.</p><p></p><p>I more appreciate games that are internally consistent. The first version of Paranoia for example was a mess of skill trees and other complications that didn't reflect the theme and setting. The game was improved by moving to a easier lighter game system in 2nd edition. (I don't know about later editions as much).</p><p></p><p>I'm always very cautious around games that use a new dice or random mechanic. I worry that there are exploits in the math of the mechanic the designer didn't intend.</p></blockquote><p></p>
[QUOTE="practicalm, post: 7732499, member: 6777923"] Some of the balance points is where the designer (or the target audience) falls into the Game, Narrative, Simulation spectrum. Lots of early games tried to be simulations. There were charts for everything and there was more worry about was it realistic and the deterministic series of events would be balanced by the players doing things in response. Not every game with charts was very realistic. Rolemaster's critical hit charts were more gamist since there were certain results you tried for (e.g. 66 result on the critical hit table was always good). But their weapons charts tried to be realistic of weapon types against different armor types. I more appreciate games that are internally consistent. The first version of Paranoia for example was a mess of skill trees and other complications that didn't reflect the theme and setting. The game was improved by moving to a easier lighter game system in 2nd edition. (I don't know about later editions as much). I'm always very cautious around games that use a new dice or random mechanic. I worry that there are exploits in the math of the mechanic the designer didn't intend. [/QUOTE]
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