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*TTRPGs General
Can somebody explain the bias against game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5148027" data-attributes="member: 80487"><p>Well, that's a pretty narrow use of the term, fellow. I have read many times about your interest in designing your games! For, in truth, the greater part of the game lies in the conditions settled among the DM and players. What is the nature of the world? What character types are in it, and what other resources? The bigger picture is very important.</p><p></p><p>That is also where the actual scope of the game gets defined. Is the campaign narrowly limited or wide open? Of a set duration? What of the roster of participants, characters and players?</p><p></p><p>Then of course there is the design of scenarios, from maps right down to encounters.</p><p></p><p>When you have no interest in anything but having all that dictated to you, <em>then</em> you can wash your hands of being a game designer.</p><p></p><p>It seems to me that, historically, for most RPGers, that element of design has been an essential part of the hobby. So, for that matter, has been creating "house rules". Both aspects go back deep in the wargames roots -- with which, admittedly, the changing demographic is increasingly out of touch.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5148027, member: 80487"] Well, that's a pretty narrow use of the term, fellow. I have read many times about your interest in designing your games! For, in truth, the greater part of the game lies in the conditions settled among the DM and players. What is the nature of the world? What character types are in it, and what other resources? The bigger picture is very important. That is also where the actual scope of the game gets defined. Is the campaign narrowly limited or wide open? Of a set duration? What of the roster of participants, characters and players? Then of course there is the design of scenarios, from maps right down to encounters. When you have no interest in anything but having all that dictated to you, [I]then[/I] you can wash your hands of being a game designer. It seems to me that, historically, for most RPGers, that element of design has been an essential part of the hobby. So, for that matter, has been creating "house rules". Both aspects go back deep in the wargames roots -- with which, admittedly, the changing demographic is increasingly out of touch. [/QUOTE]
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Can somebody explain the bias against game balance?
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