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<blockquote data-quote="Ahnehnois" data-source="post: 5909064" data-attributes="member: 17106"><p>Now there's a real game design challenge: trying to make characters equal in power if the players aren't equal. Imagine if, when playing tennis we expected a close match every time, even if a professional was playing a high-school doubles player, and every time that didn't happen, we said the professional's racket was too good.</p><p></p><p>Of course, in D&D the difference is having a DM who is supposed to make sure everyone in the game is having a good time, even if not everyone has the same idea of what that means or the same ability to participate in making that happen.</p><p></p><p>Style is also primarily the province of the DM.</p><p></p><p>To the extent that these things can be addressed in rules, I think the key is to give DMs more options. FantasyCraft, for example, seems to have done a decent job of having a number of different campaign style rules that alter the basic framework of the game for everyone, thus making it easier for the DM to convey and enact a particular style of game. There's also something to be said for having simple characters that the DM can read and understand and easily figure out what to do with (as opposed to high-level spellcasters with tons of spells or characters with a ton of fiddly complicated powers). But ultimately, it comes down to the people at the table doing the right things.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5909064, member: 17106"] Now there's a real game design challenge: trying to make characters equal in power if the players aren't equal. Imagine if, when playing tennis we expected a close match every time, even if a professional was playing a high-school doubles player, and every time that didn't happen, we said the professional's racket was too good. Of course, in D&D the difference is having a DM who is supposed to make sure everyone in the game is having a good time, even if not everyone has the same idea of what that means or the same ability to participate in making that happen. Style is also primarily the province of the DM. To the extent that these things can be addressed in rules, I think the key is to give DMs more options. FantasyCraft, for example, seems to have done a decent job of having a number of different campaign style rules that alter the basic framework of the game for everyone, thus making it easier for the DM to convey and enact a particular style of game. There's also something to be said for having simple characters that the DM can read and understand and easily figure out what to do with (as opposed to high-level spellcasters with tons of spells or characters with a ton of fiddly complicated powers). But ultimately, it comes down to the people at the table doing the right things. [/QUOTE]
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