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RPG theory: in-game balancing
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<blockquote data-quote="aia_2" data-source="post: 8680437" data-attributes="member: 6800399"><p>Thanks for the last couple of comments, some side notes though:</p><p>1. Combat/fight is not the only context where the concept of balancing is used... I mention them as they are the most immediate and easy application of balancing</p><p>2. Prob being a non native english speaker, i misused some words and have been misunderstood, apologies: i used realism with a different meaning from what you understood. I just wanted to point out that in a RPG session, players' life should be open to any kind of event like in our everydays lifes. This means that you can have a lucky day (you made an heoric action with success) but you can find that s**t happens also to your PC.</p><p></p><p>Back to my previous post: imho the "good" GM should be able to present such a world to his players (here i misused the word realism) and the "good" players should be able to understand that when it pours it'd be the case not to go ahead in order to avoid bad consequences.</p><p>This of course has to be rewarded even if the players decision didn't bring any improvement but the fact their PCs survived.</p></blockquote><p></p>
[QUOTE="aia_2, post: 8680437, member: 6800399"] Thanks for the last couple of comments, some side notes though: 1. Combat/fight is not the only context where the concept of balancing is used... I mention them as they are the most immediate and easy application of balancing 2. Prob being a non native english speaker, i misused some words and have been misunderstood, apologies: i used realism with a different meaning from what you understood. I just wanted to point out that in a RPG session, players' life should be open to any kind of event like in our everydays lifes. This means that you can have a lucky day (you made an heoric action with success) but you can find that s**t happens also to your PC. Back to my previous post: imho the "good" GM should be able to present such a world to his players (here i misused the word realism) and the "good" players should be able to understand that when it pours it'd be the case not to go ahead in order to avoid bad consequences. This of course has to be rewarded even if the players decision didn't bring any improvement but the fact their PCs survived. [/QUOTE]
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