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How do you "balance" play?
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<blockquote data-quote="clark411" data-source="post: 342712" data-attributes="member: 4768"><p>My biggest "balance" issues I've found, as a player and a DM, is spotlight balance. GIven a chance, some players will dominate a game- almost to the point where it's practically a single player module with supporting cast (players). Some players on the other hand, will be very reluctant to engage with anything- including maps, npc's, other pc's. Although I respect both styles, I like to try to focus my attention in a way that keeps everyone roughly equal, if that means questioning some players, and having particularly active ones throw me Post It notes etc.</p><p></p><p>After that, balance comes with distributing wealth and items... if one player's weapon is woefully behind those of the others (and isn't his/her choice [like opting to spend his money on Quall's Feather tokens]), then I have to think on how to fix that so all players feel useful and able to contribute.</p><p></p><p>Final balance problem I have, is making the challenges for the party right. I run an online game too, and we RARELY have more than one fight per session, and there is hardly ever inopportunity for them to rest, recoup, etc... so I don't want to throw 20%ers at them constantly. I also don't want to kill them outright (which I did the other night unfortunately). The balance is very hard between making excitement and making "We feel we never win" attitudes.</p></blockquote><p></p>
[QUOTE="clark411, post: 342712, member: 4768"] My biggest "balance" issues I've found, as a player and a DM, is spotlight balance. GIven a chance, some players will dominate a game- almost to the point where it's practically a single player module with supporting cast (players). Some players on the other hand, will be very reluctant to engage with anything- including maps, npc's, other pc's. Although I respect both styles, I like to try to focus my attention in a way that keeps everyone roughly equal, if that means questioning some players, and having particularly active ones throw me Post It notes etc. After that, balance comes with distributing wealth and items... if one player's weapon is woefully behind those of the others (and isn't his/her choice [like opting to spend his money on Quall's Feather tokens]), then I have to think on how to fix that so all players feel useful and able to contribute. Final balance problem I have, is making the challenges for the party right. I run an online game too, and we RARELY have more than one fight per session, and there is hardly ever inopportunity for them to rest, recoup, etc... so I don't want to throw 20%ers at them constantly. I also don't want to kill them outright (which I did the other night unfortunately). The balance is very hard between making excitement and making "We feel we never win" attitudes. [/QUOTE]
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