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What do you do without balance?
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<blockquote data-quote="Umbran" data-source="post: 4725217" data-attributes="member: 177"><p>I typically use a somewhat broader definition of "balance", but my thoughts seem applicable nonetheless. Balance, alone, is not an issue. Balance (like most other game design goals) needs to be taken in context of a whole game.</p><p></p><p>If a game isn't intrinsically balanced, then generally speaking some balance must be imposed from the outside for everyone to have a fun time. This can come from players who don't abuse their extra power, or from the GM who designs adventures such that everyone has enough to do. So, in essence, the less balance a game has, the more work people have to do to make it fun for everyone.</p><p></p><p>Whether that lack is an issue depends on the capacity and willingness to do the work, and how much work the system (or overall running of the game) requires.</p><p></p><p>If I'm playing a rules-light game, with people who are easy to work with, who share spotlight naturally, and it doesn't require a lot of effort on my part to get the game set up, then balance isn't much of an issue. </p><p></p><p>If I'm playing with a highly detailed rule set, such that game prep takes many hours, and the players are a bit thick and spotlight-greedy, and it gives me a headache just trying to schedule gaming sessions, lack of balance can be a straw that breaks the camel's back.</p></blockquote><p></p>
[QUOTE="Umbran, post: 4725217, member: 177"] I typically use a somewhat broader definition of "balance", but my thoughts seem applicable nonetheless. Balance, alone, is not an issue. Balance (like most other game design goals) needs to be taken in context of a whole game. If a game isn't intrinsically balanced, then generally speaking some balance must be imposed from the outside for everyone to have a fun time. This can come from players who don't abuse their extra power, or from the GM who designs adventures such that everyone has enough to do. So, in essence, the less balance a game has, the more work people have to do to make it fun for everyone. Whether that lack is an issue depends on the capacity and willingness to do the work, and how much work the system (or overall running of the game) requires. If I'm playing a rules-light game, with people who are easy to work with, who share spotlight naturally, and it doesn't require a lot of effort on my part to get the game set up, then balance isn't much of an issue. If I'm playing with a highly detailed rule set, such that game prep takes many hours, and the players are a bit thick and spotlight-greedy, and it gives me a headache just trying to schedule gaming sessions, lack of balance can be a straw that breaks the camel's back. [/QUOTE]
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