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Game Balance, what is it to you, why is it important, and what if you all but threw it out?
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<blockquote data-quote="timbannock" data-source="post: 9807993" data-attributes="member: 17913"><p>All of this.</p><p></p><p>Perhaps related: Based on my early formative experiences in RPGs, I wish "roll out in the open" and "don't hide information" had been principles that more of my GMs and Players followed/respected. I learned so many bad lessons that I carried for something like 20 years, and by extension, taught those bad lessons to other players/GMs. Having now done the opposite, I enjoy the game much more, and "balance" is easier to achieve because there's greater trust among the group members. That trust is perhaps the most "balancing" factor of play.</p><p></p><p>Unrelated: Take a look at a game like 5E that strives for some kind of mathematical balance (whether or not it succeeds) and a game like Cortex Prime. They do such different things, strive to make PCs equal, but one game is easily and often "broken" and the other requires hard work and a fundamental (maybe even purposeful) misunderstanding of the rules to "break" it. It's a really interesting dichotomy to compare for game designers.</p></blockquote><p></p>
[QUOTE="timbannock, post: 9807993, member: 17913"] All of this. Perhaps related: Based on my early formative experiences in RPGs, I wish "roll out in the open" and "don't hide information" had been principles that more of my GMs and Players followed/respected. I learned so many bad lessons that I carried for something like 20 years, and by extension, taught those bad lessons to other players/GMs. Having now done the opposite, I enjoy the game much more, and "balance" is easier to achieve because there's greater trust among the group members. That trust is perhaps the most "balancing" factor of play. Unrelated: Take a look at a game like 5E that strives for some kind of mathematical balance (whether or not it succeeds) and a game like Cortex Prime. They do such different things, strive to make PCs equal, but one game is easily and often "broken" and the other requires hard work and a fundamental (maybe even purposeful) misunderstanding of the rules to "break" it. It's a really interesting dichotomy to compare for game designers. [/QUOTE]
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Game Balance, what is it to you, why is it important, and what if you all but threw it out?
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