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Tension, Threats And Progression In RPGs
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7731129" data-attributes="member: 6873517"><p>If "position of the player" is what determines whether something is a game or not, sure. As I've said elsewhere, I tend to think of RPGs more as interactive story than in a game in that sense. I don't actually want a situation where one player is clearly pulling ahead of another. I want the player positions to feel fun and enjoyable, which usually requires things to be reasonably balanced for the player, which usually requires them to be tolerably balanced at the character level.</p><p></p><p>Of course, now that I think about it some more, a good bit depends on the folks I play with. I wouldn't say we're playing on "easy mode" in general, certainly with one of the groups I often run for and play with. The tactical challenges are substantial in fights, for instance.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7731129, member: 6873517"] If "position of the player" is what determines whether something is a game or not, sure. As I've said elsewhere, I tend to think of RPGs more as interactive story than in a game in that sense. I don't actually want a situation where one player is clearly pulling ahead of another. I want the player positions to feel fun and enjoyable, which usually requires things to be reasonably balanced for the player, which usually requires them to be tolerably balanced at the character level. Of course, now that I think about it some more, a good bit depends on the folks I play with. I wouldn't say we're playing on "easy mode" in general, certainly with one of the groups I often run for and play with. The tactical challenges are substantial in fights, for instance. [/QUOTE]
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