RyvenCedrylle
First Post
No Balance balance....
Hey y'all,
Without balance you fall over
!
You fall over because you need balance to stand up. Because it's a bad game.
Hey y'all,
Without balance you fall over
![Glasses B-) B-)](http://www.enworld.org/forum/images/smilies/glasses.png)
Well, I have run or participated in 4 RIFTS campaigns that lasted at least 9 months of weekly sessions.
The 2 I ran, I used all of the sourcebooks at my disposal, plus Heroes Unlimited and other Palladium sources that worked with the Conversion manual. I did excise a couple of OCCs and RCCS- mostly because of redundancy, plus confusing or truly awful mechanics. Nothing was excised due to power discrepancy.
My players chose things from Atlantis, the Basic book, Britain and a few others. Some were inherently MDC PCs, some had MDC armor, and some didn't start off in either condition.
When it came to combat, I used standard modern mixed-force tactics. Sure a tank can directly attack infantry, but it makes more sense for a tank to concentrate fire on the opposing armor units before they take it out, and leave the infantry to engage infantry...until one side is overmatched. THEN infantry can start attacking armor directly, or armor can afford to target infantry as a primary target.
Translated to RIFTS, that means the SAMAS guys are going after the obvious threats first- the Glitterboy, the captured and converted SAMAS, the 15' tall guy who is taking on the "Walkers" by himself... The little guys had to deal with small arms fire and AP rounds, but were rarely directly targeted by things like Boom Guns...until they proved to be a threat worth targeting with one.
And little guys learned not to stand next to the big, shiny, "lightning rod" of the PC whom everyone knew was going to get lit up.
I didn't use over-the-horizon missiles or anything like that...not unless the PCs had some kind of resource that meant that they 1) warranted such targeting and 2) had some kind of potential defense.
But combat happened...at least 1 every other session.
You're not running adventure paths for the generic party, but you are running a campaign tailored for the party.
I prefer "balanced" games, simply because I like being able to run adventure paths written for the generic party, published modules, and write adventures independent of the specific party setup. It means less work for me, and it also means more surprises during the game, since I didn't plan for any specific character ability come into play (unless I did).
But that doesn't mean one can't have a lot of fun with imbalanced games. On the contrary - especially if it "forces" the DM to tailor the adventures and the campaign to the PCs, it can help motivating the players, since they recognize certain elements as perfectly suitable for them.
Let's move away a second from comic books, because that never seems to work in balance discussions. Let's move over for a second to the Harry Potter universe.
Here is a universe where things are absolutely not balanced. A wizard is incredibly more powerful than any muggle and capable of pretty much wiping out the world of muggles if they set their mind to it. There is nothing a muggle could do that a wizard could not do faster/better/easier.
So, if you were to make a Harry Potter 'verse game, would you bother including Muggle as a PC character concept? Perhaps Squib? Or would you limit that to NPC's and all PC's are wizards?
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So, yeah, you could write your campaign so that the Muggle or the merchant has something to do, but, it's going to be an uphill battle that the game does not help you with.
However, if you look at the industry as a whole, it seems All Side Equal seems to be the most popular (one need only look at GURPS, Storyteller, Saga and 4e to see that trend in action). Personally, I much prefer that to the other tried systems.
GURPS, I think, is not the example you think it is. While point-buy games do have balance as far as the number of points characters get, they also offer the freedom to make characters that are dramatically unbalanced on a wide variety of fronts, necessitating GM guidance and involvement to create balanced characters. Point buy games are the very antithesis of games like 4e in this regard.