clearstream
(He, Him)
That's rose-tinted. To the extent that concepts like game balance apply to PbtA games, I find them "balanced-by-player-fiat" not "balanced-by-mechanical-design." For example, I found it extremely easy to break the occult moves in MotW six ways to Sunday, i.e. make counter-play thorny and not really be playing the real game. But I chose not to. I focused on the real game.Overall, balance gives freedom.
Imagine like you are playing a fighting game with your friend.
Situation A: the game is brilliantly balanced, not a single character has an intrinsic edge over another, there's a legitimate counter-play to every move in the playbook -- so you can pick whatever character you want for whatever reason you want and reasonably expect to both have fun yourself and deliver fun to the other player. Whatever you choose on the character select screen will not ruin the game. Whatever move you will make during the match will not ruin the game.
Situation B: the game is poorly balanced (looking at you, Marvel vs. Capcom 2), it's tierlist resembles Grand Canyon -- so you have to choose carefully. "Oooh, this dude is HOT, I wanna main him!" ain't gonna fly. You may like Captain 'murica or Chun-Li as much as you want, you either pick a real character or you aren't even playing the real game.
And it's actually even worse: you need to either learn this disparity the hard way, or have someone else to tell you about it. You need external, out of game knowledge to engage with it.
In the same way, when I'm running a game like AW or Fate, I can focus on what I find interesting, put my feet on the table and enjoy the ride. My thinking process is simple:
Games like D&D, or World of Darkness, or whatever else mid-school game there is, don't have the same, uhm, "advanced targetting system". If I let go off the driver's wheel for a split-second, the whole damn enterprise will end up in a ditch.
- Oooh this sounds cool!
- Do the rules allow me to do it?
- Yes => Cool!
- No => It's probably actually not cool, and would break the moment I try to actually pull it off
Game balance does apply to games with mechanically detailed conflict. The 5e designers didn't know where their game balance lay at the time they published. On the DM side, in later publications such as in XGE they offered more accurate rubrics that landed in the same spot as those players had invented for themselves. What the 5e designers did do is dial the game difficulty to easy, but this did not prevent some of the painful downsides of lack of balance on the PC side, such as overshadowing and as you point out a narrower choice of viable strategies.
And once again in GM-curated modes it comes down to GM. Our group played 5e for a couple of years and enjoyed some of the most tightly balanced play I've seen. Rule zero was exercised freely to take broken options off the table and buff others to make them viable. This rested on game knowledge and effort, and also on the sort of trust that folk who find GM-power successful at their table often talk about.
A game that is balanced, is TB2. That's on a knife-edge.
I sort of agree with you, but equally it's totally rose-tinted and some games are not really comparable due to differences between their modes of play. I mean, I could say FKR is perfectly balanced.