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General Tabletop Discussion
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Worlds of Design: A Question of Balance
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<blockquote data-quote="Blue" data-source="post: 7907945" data-attributes="member: 20564"><p>That's why it's not the mechanical goal, but rather the DM goal. Which is a perfectly achievable goal and happens all the time - players each get a good amount of spotlight and are satisfied with a session.</p><p></p><p>The mechanical goal is <em>not to make the DM's life harder to do it</em>.</p><p></p><p></p><p></p><p>That statement - when you expand it out to "balance" - is demonstrably wrong. I am sure that you can think of a game you were in where it didn't happen equally and someone went home bummed. It does not <em>naturally shine <strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 15px">reasonably equally on all players so that everyone is satisfied</span></span></strong> just by playing</em>. That's work on the DM part. And the players part at good tables. Sometimes it's easy and just flows, sometimes it more work.</p><p></p><p>The last campaign I ran the first page of my session planning was a list of all the PCs I copied each time with skills & features and other info, so that if some hadn't been getting enough spotlight I could make sure I put in more opportunities. "Hmm, the rogue was taking a bit of a back seat last session. Hmm, they are good at traps and I haven't had any recently, let me make sure I include them. Oh, and throw in a contact with that shifty 'friend' of theirs with another 'good offer'."</p></blockquote><p></p>
[QUOTE="Blue, post: 7907945, member: 20564"] That's why it's not the mechanical goal, but rather the DM goal. Which is a perfectly achievable goal and happens all the time - players each get a good amount of spotlight and are satisfied with a session. The mechanical goal is [I]not to make the DM's life harder to do it[/I]. That statement - when you expand it out to "balance" - is demonstrably wrong. I am sure that you can think of a game you were in where it didn't happen equally and someone went home bummed. It does not [I]naturally shine [B][COLOR=rgb(41, 105, 176)][SIZE=4]reasonably equally on all players so that everyone is satisfied[/SIZE][/COLOR][/B] just by playing[/I]. That's work on the DM part. And the players part at good tables. Sometimes it's easy and just flows, sometimes it more work. The last campaign I ran the first page of my session planning was a list of all the PCs I copied each time with skills & features and other info, so that if some hadn't been getting enough spotlight I could make sure I put in more opportunities. "Hmm, the rogue was taking a bit of a back seat last session. Hmm, they are good at traps and I haven't had any recently, let me make sure I include them. Oh, and throw in a contact with that shifty 'friend' of theirs with another 'good offer'." [/QUOTE]
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