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Chess is not an RPG: The Illusion of Game Balance
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<blockquote data-quote="Campbell" data-source="post: 6402010" data-attributes="member: 16586"><p>I'm not a big fan of all this talk about what is and isn't a role playing game? Does it particularly matter if a game fits into a neat little box or not? I don't sit down to play a role playing game with my friends. I sit down to play Fiasco, Apocalypse World, Demon - The Descent, L5R, Marvel Heroic Roleplay, etc. The techniques and priorities used in design should differ based on what play experience the designer is after. I don't want games designed to some platonic ideal. I say design great games and worry about what to call them afterward. Actually that last step isn't even needed. Orthodoxy in game design does us a disservice.</p><p></p><p>I also disagree that spotlight balance should take precedence at all times. That wildly depends on the play experience a player is seeking. What I'm after when I sit down to play any game I'm looking to have the decisions I make during play have a significant impact on the flow of the game. Specifically in games where the fiction matters, I want to make decisions that are going to have a real and visceral effect on the fiction. You can give me all the attention in the world, but if my decisions don't matter I'm not having fun.</p><p></p><p>For me personally, the same thing generally applies to mechanical balance. It's not about power. I will choose meaningful choices over mechanical impact every time.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6402010, member: 16586"] I'm not a big fan of all this talk about what is and isn't a role playing game? Does it particularly matter if a game fits into a neat little box or not? I don't sit down to play a role playing game with my friends. I sit down to play Fiasco, Apocalypse World, Demon - The Descent, L5R, Marvel Heroic Roleplay, etc. The techniques and priorities used in design should differ based on what play experience the designer is after. I don't want games designed to some platonic ideal. I say design great games and worry about what to call them afterward. Actually that last step isn't even needed. Orthodoxy in game design does us a disservice. I also disagree that spotlight balance should take precedence at all times. That wildly depends on the play experience a player is seeking. What I'm after when I sit down to play any game I'm looking to have the decisions I make during play have a significant impact on the flow of the game. Specifically in games where the fiction matters, I want to make decisions that are going to have a real and visceral effect on the fiction. You can give me all the attention in the world, but if my decisions don't matter I'm not having fun. For me personally, the same thing generally applies to mechanical balance. It's not about power. I will choose meaningful choices over mechanical impact every time. [/QUOTE]
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