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*TTRPGs General
Can somebody explain the bias against game balance?
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 5145926" data-attributes="member: 4720"><p>They prefer choice to all else. They get so upset by lack of choices at the outset that they take their toys and go home (or stay pissy in perpetuity).</p><p></p><p>My unconfirmed suspicion is that if we look at their inherent affect towards their choice, it would actually look just like everyone else, but they are making a very conscious choice to make a point. It could also be an artifact of the experimental design.</p><p></p><p>Famous example:</p><p>Students were given an opportunity to take several pictures of campus for a study (at least in the initial run, they were all seniors, as to leverage nostalgia). They were then told they could keep <strong>one</strong>. Group A got to choose which one. Group B had their choice made for them by the researcher.</p><p></p><p>Group A was happier with their picture they day they picked it. But when the researchers check back a week later, Group B was much happier with their picture than Group A. There is a very small subset of people who grudgingly admit they like the picture chosen for them, but continue to whine and moan about lack of choice.... probably because they know that some other people got to choose.</p><p></p><p>Expertise of the person doing the choosing is sometimes a factor, but not always.</p><p></p><p></p><p></p><p>Game A gives you Minotaurs, Goliaths, Half-giants, Half-orcs, Gorilla-men, and Klingons to choose from, all being stronger than "average" but with slightly different modifiers.</p><p></p><p>Game B gives you "Strong guys."</p><p></p><p>At the time of character creation, Game A players who want a strong race are happier. But check back in session 2, or session 5, or session 10 and ask them how happy they are with their character.</p><p></p><p>I will bet you good money that even within the group of gamers (who hilariously and reliably claim a degree of iconoclasty that is over 9000) that Game B's "Strong guy" players are will rate their character higher on whatever scales you're using.</p><p></p><p>For a more specific and direct application to this thread.... By focusing on character creation, the "problem" of lack of +4 strength modifiers for Minotaurs seems inflated, relative to it's actual importance over time in game. When you get to the game in-play over time, this will take a back seat.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 5145926, member: 4720"] They prefer choice to all else. They get so upset by lack of choices at the outset that they take their toys and go home (or stay pissy in perpetuity). My unconfirmed suspicion is that if we look at their inherent affect towards their choice, it would actually look just like everyone else, but they are making a very conscious choice to make a point. It could also be an artifact of the experimental design. Famous example: Students were given an opportunity to take several pictures of campus for a study (at least in the initial run, they were all seniors, as to leverage nostalgia). They were then told they could keep [b]one[/b]. Group A got to choose which one. Group B had their choice made for them by the researcher. Group A was happier with their picture they day they picked it. But when the researchers check back a week later, Group B was much happier with their picture than Group A. There is a very small subset of people who grudgingly admit they like the picture chosen for them, but continue to whine and moan about lack of choice.... probably because they know that some other people got to choose. Expertise of the person doing the choosing is sometimes a factor, but not always. Game A gives you Minotaurs, Goliaths, Half-giants, Half-orcs, Gorilla-men, and Klingons to choose from, all being stronger than "average" but with slightly different modifiers. Game B gives you "Strong guys." At the time of character creation, Game A players who want a strong race are happier. But check back in session 2, or session 5, or session 10 and ask them how happy they are with their character. I will bet you good money that even within the group of gamers (who hilariously and reliably claim a degree of iconoclasty that is over 9000) that Game B's "Strong guy" players are will rate their character higher on whatever scales you're using. For a more specific and direct application to this thread.... By focusing on character creation, the "problem" of lack of +4 strength modifiers for Minotaurs seems inflated, relative to it's actual importance over time in game. When you get to the game in-play over time, this will take a back seat. [/QUOTE]
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Can somebody explain the bias against game balance?
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