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*TTRPGs General
Can somebody explain the bias against game balance?
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<blockquote data-quote="Psion" data-source="post: 5147855" data-attributes="member: 172"><p>That's one perspective.</p><p></p><p>Some GMs:</p><p>1) Get the best results for their groups and themselves by tweaking existing games.</p><p>2) Enjoy this activity.</p><p></p><p>Indeed, I wonder if in some new fangled games, the Game Designer is intruding too much into the territory of "running the game remotely" by creating a rules set that creates too narrow an experience.</p><p></p><p></p><p></p><p>Heh... that's my usual argument for class based games over freeform games, though that's more a case of making the player into a game designer.</p><p></p><p></p><p></p><p>Again, that's one perspective.</p><p></p><p>The other extreme is "why should I pay for the dubious privilege of running the Game Designer's unique vision of gameplay at my table?"</p><p></p><p>What the truth is lies somewhere between, and will vary from table to table.</p><p></p><p></p><p></p><p>I would agree, but I find that my retooling is more difficult given a ruleset that assumes too narrow a play model and builds its singular balancing point around that play model, and I want something a little different.</p><p></p><p>The trade off here is that if you design flexibility in a game, you create opportunities for imbalance. In my case, that trade off is usually worth it. I don't feel like I'm fighting the system.</p></blockquote><p></p>
[QUOTE="Psion, post: 5147855, member: 172"] That's one perspective. Some GMs: 1) Get the best results for their groups and themselves by tweaking existing games. 2) Enjoy this activity. Indeed, I wonder if in some new fangled games, the Game Designer is intruding too much into the territory of "running the game remotely" by creating a rules set that creates too narrow an experience. Heh... that's my usual argument for class based games over freeform games, though that's more a case of making the player into a game designer. Again, that's one perspective. The other extreme is "why should I pay for the dubious privilege of running the Game Designer's unique vision of gameplay at my table?" What the truth is lies somewhere between, and will vary from table to table. I would agree, but I find that my retooling is more difficult given a ruleset that assumes too narrow a play model and builds its singular balancing point around that play model, and I want something a little different. The trade off here is that if you design flexibility in a game, you create opportunities for imbalance. In my case, that trade off is usually worth it. I don't feel like I'm fighting the system. [/QUOTE]
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Can somebody explain the bias against game balance?
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