...How Large a World Is?
In this post Delrechio avers that it is possible to, in some manner, balance an RPG. D&D in particular, but his thinking can be applied to most any RPG on the market. It's fairly typical of the thinking, though better expressed than most. I disagree with his conclusion, and I'll start with a single square mile.
Have you ever thought of how large a single square mile is? Try this; layout a square one mile on the side. You then walk from the very northeast corner straight over to the very northwest corner. Then you take a step one foot south and do it again. Do you know how many miles you would walk if you did this? 5,280. If you made 20 miles a day it would take you 2,640 days to walk that square mile. Now take a world about Earth's size and with Earth's land to water ratio. That's about 100 million square miles. 2,640,000,000 days to walk that. Mountain ranges have risen and eroded away in less time.
Now add in inhabitants of different biological kingdoms and domains, plus scenary, phenomena, and unexpected events. That's the playing field for an RPG like D&D. It gets a lot worse when the game includes space travel. (Wandering around even a simple multiverse is really bad.)
Now consider a traditional game, checkers for example. Consider the playing field there. An eight by eight square grid, two sides with 16 pieces each. Rules are fairly simple and victory goes to the crafty and quick witted. Compare it to the Earth, and all one might find and interact with on the Earth. Checkers is a beautifully balanced came because it can be. It can be beautifully balanced because the field of play is so restricted. D&D doesn't have those restrictions. Indeed, without those artificial constraints placed upon her to foster balance, D&D would be a very different game indeed.
Next: Why balance is bad for an RPG.
In this post Delrechio avers that it is possible to, in some manner, balance an RPG. D&D in particular, but his thinking can be applied to most any RPG on the market. It's fairly typical of the thinking, though better expressed than most. I disagree with his conclusion, and I'll start with a single square mile.
Have you ever thought of how large a single square mile is? Try this; layout a square one mile on the side. You then walk from the very northeast corner straight over to the very northwest corner. Then you take a step one foot south and do it again. Do you know how many miles you would walk if you did this? 5,280. If you made 20 miles a day it would take you 2,640 days to walk that square mile. Now take a world about Earth's size and with Earth's land to water ratio. That's about 100 million square miles. 2,640,000,000 days to walk that. Mountain ranges have risen and eroded away in less time.
Now add in inhabitants of different biological kingdoms and domains, plus scenary, phenomena, and unexpected events. That's the playing field for an RPG like D&D. It gets a lot worse when the game includes space travel. (Wandering around even a simple multiverse is really bad.)
Now consider a traditional game, checkers for example. Consider the playing field there. An eight by eight square grid, two sides with 16 pieces each. Rules are fairly simple and victory goes to the crafty and quick witted. Compare it to the Earth, and all one might find and interact with on the Earth. Checkers is a beautifully balanced came because it can be. It can be beautifully balanced because the field of play is so restricted. D&D doesn't have those restrictions. Indeed, without those artificial constraints placed upon her to foster balance, D&D would be a very different game indeed.
Next: Why balance is bad for an RPG.