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Third Edition Culture- Is is sustainable?
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<blockquote data-quote="Psion" data-source="post: 1846230" data-attributes="member: 172"><p>Now this makes sense. I think that one of the central tenets of balance is that all players feel like they are given a chance to contribute. The rules try to acheive this, but really, when there are optimal and suboptimal builds (and indeed, optimal and suboptimal play styles), the capabilities of the players <em>becomes</em> a balance issue.</p><p></p><p>Does that mean you should switch to another game? Mmmm... maybe, maybe not. One thing seems certain, either those three players will just game the new game like they did the old one, or (if it's a heavily "GM empowerment" vice "player empowerment system") you will find that the game does not give those players what they want.</p><p></p><p>What to do?</p><p></p><p>Unfortunately, there are no easy answers. The GM can try to compensate by creating more opportunities for the remaining players, or by tipping the scales a little. But it could be that you have a group whose playstyles are so disparate that it may, in reality, be better to separate them.</p><p></p><p>The lesson to take home there, I think, is that you can't factor players out of the equation.</p></blockquote><p></p>
[QUOTE="Psion, post: 1846230, member: 172"] Now this makes sense. I think that one of the central tenets of balance is that all players feel like they are given a chance to contribute. The rules try to acheive this, but really, when there are optimal and suboptimal builds (and indeed, optimal and suboptimal play styles), the capabilities of the players [i]becomes[/i] a balance issue. Does that mean you should switch to another game? Mmmm... maybe, maybe not. One thing seems certain, either those three players will just game the new game like they did the old one, or (if it's a heavily "GM empowerment" vice "player empowerment system") you will find that the game does not give those players what they want. What to do? Unfortunately, there are no easy answers. The GM can try to compensate by creating more opportunities for the remaining players, or by tipping the scales a little. But it could be that you have a group whose playstyles are so disparate that it may, in reality, be better to separate them. The lesson to take home there, I think, is that you can't factor players out of the equation. [/QUOTE]
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