Tony Vargas
Legend
A good enough DM running for the right players can make any game fun, no matter what problems that game suffer from mechanically (or in any other sense). It doesn't mean those problems don't exist or don't matter, just that they can, like any challenge, be overcome.An unbalanced game can be tons of fun if run well.
By the same token, a brick can fly given enough velocity. But aeronautical engineers only rarely design aircraft to fly like bricks.
A good GM can do that. He shouldn't be forced to do so just to cover for a bad system (not that imbalanced mechanics are the only things that make a system bad), though. The better-balanced the system, the less the GM will have to distort his campaign to achieve that result.A good GM should design a campaign to showcase each player's style and character in fair portions.
Oh, it can be. If one player's definition of fun is to "derail/ruin/bully/etc. if they can break their character." Or if options are chosen for the perceived fun of the concepts rather than the viability of their mechanical support. Or if the game stalls on a surprise TPK. Etc...Game balance isn't an issue if everyone shows up to have fun.
And a balanced game facilitates the latter, while an imbalanced one cries out for the former.Good campaign design doesn't mean fiddling with the rules it just means putting value on what the players want to do instead of their strengths within the rules.
Ideally, whatever dimensions are relevant to the play of the game (and specific campaign) in question. Preferably each independently, so the campaign can vary in emphasis without needing to re-balance the system.First, I think that "balance" is a very unclear term WRT D&D and most other RPGs, because its unclear in what dimension the various players or characters should be "balanced."
If you 'silo' one into the 'combat pillar' and one into the 'interaction pillar' you don't need to balance them against eachother.it makes it very difficult to "balance" character abilities like "Kill things with Axe" and "Sell Air Conditioners to Eskimos".
Edit for clarity: That is, if you 'silo' "Kill thing with Axe" away and balance it with other traits like "Kill things with a Spell" or "Kill things with a Harsh Word" or "Save your Friend from being Killed" or what-have-you. And silo "Sell "Air Conditioners to Eskimos" with other traits useful in the same 'pillar' (to use recent D&D terms), like "Deliver a rousing speach" or "Inflict Years of Therapy with a Single Cutting Remark." Things within the same silo need to balance with eachother, things outside that silo don't need to be balanced with them.
It's a matter of degree, of course. Perfect balance is impossible, adequate balance is essential. What's 'adequate' varies with group and style, so the more styles a game means to support, the harder it should try for balance...Which is not to say that you can't balance a game for one purpose or another, but in traditional rpgs, I don't think its as important to ensure strict balance as it is to avoid rampant imbalance/brokenness.
...and GMs can always try to fix up or work around balance issues one way or another.
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