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How much control do DMs need?
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<blockquote data-quote="loverdrive" data-source="post: 9006147" data-attributes="member: 7027139"><p>Overall, balance gives <em>freedom</em>.</p><p></p><p>Imagine like you are playing a fighting game with your friend.</p><p></p><p><strong>Situation A</strong>: 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. </p><p></p><p><strong>Situation B</strong>: 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.</p><p></p><p>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 <em>external, out of game knowledge </em>to engage with it.</p><p></p><p>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:</p><ol> <li data-xf-list-type="ol">Oooh this sounds cool!</li> <li data-xf-list-type="ol">Do the rules allow me to do it?<ol> <li data-xf-list-type="ol">Yes => Cool!</li> <li data-xf-list-type="ol">No => It's probably actually not cool, and would break the moment I try to actually pull it off</li> </ol></li> </ol><p>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.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9006147, member: 7027139"] Overall, balance gives [I]freedom[/I]. Imagine like you are playing a fighting game with your friend. [B]Situation A[/B]: 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. [B]Situation B[/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 [I]external, out of game knowledge [/I]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: [LIST=1] [*]Oooh this sounds cool! [*]Do the rules allow me to do it? [LIST=1] [*]Yes => Cool! [*]No => It's probably actually not cool, and would break the moment I try to actually pull it off [/LIST] [/LIST] 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. [/QUOTE]
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