Can somebody explain the bias against game balance?

If you meant it that way, then the only conclusion is that RPGs must be designed to work with the lowest common denominator.
If I were to go down that alley, I would say that yes, a mass-market RPG should be designed with the assumption that the DM will not be all-world calibre. That's better than assuming a great DM (who will be a great DM regardless), which few of us are or have, and letting the middling DMs struggle through.
 

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Why is it all on the DM?

Because the DM is the person in the best position to do so. Only the DM, with his unique view of the game world, the adventures in play, and the dynamics of the players at the table, has a prayer of managing all of the different aspects of balance involved in running an RPG.
 

Because the DM is the person in the best position to do so. Only the DM, with his unique view of the game world, the adventures in play, and the dynamics of the players at the table, has a prayer of managing all of the different aspects of balance involved in running an RPG.
Which is why for the sake of quality of life, a designer should present options that abstract out as much as possible, to decrease the cognitive load on the DM, leaving him free to handle the world and not micromanage the fiddly bits unless he really, really wants to.
 

If I were to go down that alley, I would say that yes, a mass-market RPG should be designed with the assumption that the DM will not be all-world calibre. That's better than assuming a great DM (who will be a great DM regardless), which few of us are or have, and letting the middling DMs struggle through.
Ok, should an all-world calibre DM play this mass-market game? Or does it make sense for them to play something else?

I'm not in the least opposed to having games available for middling DMs. But, I think games that assume middling DMs tend to make certain that middling DMs stay middling. And I also think that really good DMs shouldn't be shackled to the limitations of middling DMs. And the good news is, there are great systems out there that avoid this issue.
 
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What's a "highly skilled DM"? Where do I get one?
You get one by working at it and not hand holding every step of the way.

Why isn't there one in the box?
The tools for getting one may very well be in the box. And things that stand in the way of getting one may be there as well.


Isn't it possible for one person's "highly skilled DM" to be someone else's "DM I really didn't have fun playing with"?
No. The specifics of style are certainly a huge factor. But that isn't capability.

Why is it all on the DM?
Where did "all" come from?
 

Question: I understand why players who are in "lose now, win later" mode would stick with the game--the prospect of something better down the road. But why would someone playing a "win now, lose later" character stick with the game once they got to the "lose later" section?
Whoever posted that original comment can clarify what was meant, but I see potential confusion here with the pioneering D&D game.

A key point here was pretty common to the early RPGs. The expected mode of play was like today's RPGA "Living Forgotten Realms" in terms of a large pool of people forming ad hoc parties for specific adventures, and having "stables" of characters of various levels (and, in old D&D, henchmen and hirelings possibly including monsters).

It was not expected to be a game of finite duration, either, with some final finish line to cross as a "winner" or "loser".

So, a character could retire from adventuring without the player retiring from the game.

Originally, a Hobbit was limited to attaining 4th level (Hero) as a Fighter. It made sense to retire that character, bringing it back into action only when there was some incentive. Defense of the Shire might be a reason, or a quest for some special treasure. One such treasure might be a means (such as a Wish) allowing the character to exceed the normal level limit!

The Hobbit's special advantages could keep it a viable contributor to parties averaging a couple of levels higher, or more with magic. Indeed, it could be more than a match for a 6th-level Fighter (the Dwarf's limit) after the latter had taken some hits.

Moreover, a 4th-level Hobbit was quite powerful relative to a 1st-level anything!

Finally, the advantages of gaining levels -- even for magicians -- were mostly to do with the kinds of activities mainly yielded more levels. See the circle? Raid and pillage the underworld, and you get better at ... raiding and pillaging the underworld.

There were other things one could do, and most people doing them were 0-level normal men. There was no rigid "skills system" limiting characters to being only so good at Diplomacy or possessing only so much Knowledge.

It did not matter very much whether an individual Hero was the 120th or 536th best Fighter in the world. In either case, he or she was probably better than more than 99% of the soldiers in any army -- able to beat several at once, and more in succession.

Above all, that was a character who dared what ordinary people would not, who went where they could not with any hope of returning, and possessed thereby both wealth and personal power. Just how much of the latter depended greatly on charisma, which was not a "dump stat" to canny players!

The Hobbit could have powerful henchmen, hire mercenaries, build a stronghold, and cut a domain from the wilderness -- so becoming truly a Lord or Lady in the socio-political scheme, as opposed to the scheme of experience-level titles.

When "you and what army?" has an answer, attitudes sometimes come in for adjustment.

There can be much less "power-seeking" undertakings, as well, when a character's game shifts to concerns having less to do with levels.

None of that prevented a player from also having at last gotten a Magic-user to the eminent station of Wizard. That was a different kind of game, a very dangerous one. M-us were sort of like Old West gunslingers.
 


Finally, the advantages of gaining levels -- even for magicians -- were mostly to do with the kinds of activities mainly yielded more levels. See the circle? Raid and pillage the underworld, and you get better at ... raiding and pillaging the underworld.

yah and the best way to become a mightier hero or cast more powerful spells was .... stealing stuff... until you hit AD&D2 which I never quite reached.(skipped two and three).
 

I'd say a mass-market tabletop RPG is a contradiction in terms. Most people don't have the time, interest or inclination to play tabletop RPGs. It's a dedicated hobby, not a casual pastime, even for the "casual" subset. It requires knowledge of a sophisticated rules system, coordination and cooperation, and a table (this can be hard to come by for some).
So give your audience some credit. They aren't newborns or blathering idiots. Smoothing off the sharp edges and softballing the challenges is not worth it if it compromises the experience.
Because, when all is said and done, the dice are back in the bag and the table is cleared, that's all you'll have left of the game. Your experiences. I'd rather have memorable ones.
 
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Ariosto
I suppose you are pointing out in general that in some versions of D&D there was quite of a bit of not so direct personal power emphasized... Your characters ability to influence the world in that broad sense of fame and status and prestige is also power... or is it? In my experience those followers were just tokens like having name status... they rarely affected the adventures.

For me the point is having "player" power at the table in the adventure be balanced

If your character has lower direct personal power their can be a compensation "for the player" that doesn't involve making the character specifically more powerful. This seems frequently what is happening when heroic luck is put under the control of players...both in games like Fate (Dresden Files RPG)... or what can be achieved by "de personalizing the powers" ... see descriptions of the "incompetent fighter" in posts by Canis above.
 

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