Nathal
Explorer
I was thinking about "game balance". I believe game balance refers to equal power among characters within the context of combat and has little meaning outside of that. Obviously it is most important for games whose GMs have a heavy combat orientation, and D&D is a good example of a high level of attention going into "balanced" encounters and whatnot.
But in LA, GURPS, or any other totally open ended game, a player has the option of creating a non combat-oriented character. A newbie GM may be at a loss to create good encounters for characters in such a system. This may be obvious but I think it has significant impact of the whole concept of game balance...
In games like D&D it is expected that no one class is more powerful than any other, and that is generally true (although the source of endless debate on particulars). So, it seems to me, it is just about expected that combat be the focus of such games.
On the other hand, games like Lejendary Adventure, GURPs or even RIFTS allow the player to create a character that is basically weak. OR one can create a near juggernaut. It depends on the choices made. It is easy to see that D&D does not allow this sort of self-imposed weakness, with the basic classes designed as they are (characters get more powerful whether they like it or not). Why would a player do this to himself? Quick answer: given the chance, many players will create non combat type characters, especially female players.
This creates a whole new challenge to the GM, and one which I have not seen written about in any great length.
Game Masters probably get most of their experience balancing encounters against the average party level in D&D, and so may wonder how to create a good challenge for their players in games that don't have such "game balance" built in by force of design...
To repeat: Game balance usually refers to combat because outside of that aspect it means little. In point-based games the player can make his character more useful by simply playing out his abilities well. That goes for GURPS, LA, etc. It is up to the player to make his character valuable if "but-kicker" is not built right in and requiring no effort.
But in LA, GURPS, or any other totally open ended game, a player has the option of creating a non combat-oriented character. A newbie GM may be at a loss to create good encounters for characters in such a system. This may be obvious but I think it has significant impact of the whole concept of game balance...
In games like D&D it is expected that no one class is more powerful than any other, and that is generally true (although the source of endless debate on particulars). So, it seems to me, it is just about expected that combat be the focus of such games.
On the other hand, games like Lejendary Adventure, GURPs or even RIFTS allow the player to create a character that is basically weak. OR one can create a near juggernaut. It depends on the choices made. It is easy to see that D&D does not allow this sort of self-imposed weakness, with the basic classes designed as they are (characters get more powerful whether they like it or not). Why would a player do this to himself? Quick answer: given the chance, many players will create non combat type characters, especially female players.
This creates a whole new challenge to the GM, and one which I have not seen written about in any great length.
Game Masters probably get most of their experience balancing encounters against the average party level in D&D, and so may wonder how to create a good challenge for their players in games that don't have such "game balance" built in by force of design...
To repeat: Game balance usually refers to combat because outside of that aspect it means little. In point-based games the player can make his character more useful by simply playing out his abilities well. That goes for GURPS, LA, etc. It is up to the player to make his character valuable if "but-kicker" is not built right in and requiring no effort.