Libramarian
Adventurer
As far as I'm concerned having relatively balanced encounters isn't about if you want meaningful decisions - it's a question of where you want the meaningful decisions. It's about tightening the feedback loop, providing more visceral and immediate consequences for decisions.
Good post! I think that's right.
The tradeoff for tightening the feedback loop is that the drama of the game is spread out more evenly among all the decisions, rather than being all bunched up at the end of a series of decisions with a looser feedback loop.
It's kind of like basketball vs. association football, to describe CaS and CaW as two sports (and hopefully make Tony Vargas feel better).
CaS = basketball. Each team takes ~80 shots a game, hitting around half of them. The winner is the team that is slightly stingier on defense and/or slightly more efficient on offense. Consequently each make/miss is not in itself very dramatic (at least until the game comes down to the wire). Feedback loops are short; most of the good plays directly lead to a bucket or missed chance for the other team. It's easy to spot the good plays but harder to spot the good players because there are so many good plays in each game by various players (as in baseball, you need to use statistical analysis to accurately rank the non-star players...but I digress).
CaW = association football. Each team only gets a handful of scoring chances per game, so they're full of drama. When a player misses a good chance it's like that Simpsons' episode where Lisa rejects Ralph Wiggum: if you play it in slow motion you can pinpoint the second his heart rips in half. Scoring chances are created like a glass of water tipping over: at first somebody on defense makes a slight, seemingly innocuous mistake, but then you realize that an offensive player happened to be in just the right place to take advantage, and he makes a good pass...and you sit up straighter and straighter as it dawns on you that this is snowballing to a scoring chance. Feedback loops are sloppy: many, many passes are made between scoring chances that don't seem to have any obvious purpose. It's hard to see the value of most individual plays but at the end of a match one or two players get most of the glory.
Basketball is more of a designer sport. The rules committee debates things like whether or not the 3 point line should be moved back another two feet to incentivize more mid-range shots, or whether the shot clock should be reduced or extended another few seconds. Association football is more organic: very simple rules-wise with very interesting emergent properties. The play is sloppier but the rules are more elegant.
Can't say that I love every edition of D&D but I do love watching both basketball and association football.
In the football leagues in Europe the team at the bottom of the standings moves down a division next season, which I also love. Level drain
