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Topic: "Balance", "Fairness" ?
Started by: Domhnall
Started on: 3/16/2005
Board: RPG Theory


On 3/16/2005 at 11:26am, Domhnall wrote:
"Balance", "Fairness" ?

M. J. Young responded in a topic (Immersive-Relevant Realism (essay)) concerning the issue of game balance/fairness among character types.

An argument that justifies a game system being imbalanced: balanced characters are unrealistic. They don't happen in life. They aren't even representative of good fantasy. No one with a lick of sense thinks that Frodo, Aragorn, Legalos, Boromir, Faramir, Samwise, and Gandalf were all created with the same number of points, nor would we say the same of Han Solo, Luke Skywalker, Obi-wan Kenobi, Princess Leia, R2D2, and C3PO.

However, the statement that "fairness is a foundational issue in all games" assumes that "fairness" has anything like the same meaning in all games. It clearly does not.

In Chess, "fairness" means that each player starts with exactly the same power and options, because each has the same sixteen pieces set in the same arrangement. That's one definition of fair. In Poker, by contrast, each player starts with a completely different hand, based on an entirely random deal of the deck. Fairness in this case is defined by potential and obscurement--that each player is aware that he has as much chance to have been dealt the best hand as the worst, and that no one knows who has the best hand until the cards are laid on the table.

And in both of those games, the conception of "fairness" is based on the fundamental assumption that the players are attempting to beat each other. That is rarely the case in role playing games, in which it is most likely for gamist play to be expressed in players that are attempting to unite their abilities in a combined effort to overcome obstacles created by a referee. In this context, the typical RPG character party is more akin to a football team. What matters is that each participant have strengths that matter to the team. No one pretends that the abilities of the offensive lineman, who is primarily there to stop opposing defensive linemen from sacking the quarterback, are nearly the same or any substitute for those abilities of a quarterback or a running back or an end. Observers generally praise the players who make the touchdowns. The players on the field, though, are quite aware that they need each other's skills, even though some of them have less impressive or varied or unusual skills than others. Nothing here has to be "balanced" for the game to be "fair", as the important question is not whether the players are as able to act as each other, but rather whether the characters as a cooperative are equal to the task set by the referee. This really is a much better picture of the character parties of LotR and Star Wars--not that they are comprised of characters of equal ability, but that they are comprised of characters whose abilities are sufficient for the role they must play in what is to come.

In most role playing games, "balance" and "fairness" have much more to do with ensuring screen time than they have with any inherent value in equally proficient characters. Some other means of ensuring screen time can be just as effective. John Kim's reports of his Buffy the Vampire Slayer play is quite informative on this point, as it appears that character generation empowers weaker characters to create story lines while stronger characters can only respond to them (if I understand aright), thus giving screen time rights to the characters who don't have the power to solve the problems.

I hope this is sufficiently clear. I'm all for "game balance" of the sort you advocate when the game's objectives include character versus character competition, but I think that there are a lot of ways to make imbalanced games not only as fair but more fun.

--M. J. Young


Since it seems like a large issue, I wanted to start this as a new topic here. This is the first time I have encountered this argument before, but there are a lot of virginal experiences I have had at the Forge.

His post asserts (if I am reading his correctly) that character-type (or “class”) equality is only warranted in competition-style (“Gamist”) RPG settings. I’m trying to refrain from any conclusion until I think more about this issue, but would like to hear other responses as well.

I’d like to hear again from M. J. asking him to start by stating detailed definitions of “imbalance/balance," and “fair”.

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On 3/16/2005 at 12:31pm, Troy_Costisick wrote:
RE: "Balance", "Fairness" ?

Heya,

I dealt with a very similar thread of ideas in this thread a while back:

http://www.indie-rpgs.com/viewtopic.php?t=12324&highlight=

Mainly, I think that Character Balance (or Balance of Character as I put it) is an ideal for certain Gamist players and a necessary requirement for Narrativist play. The first paragraph in MJ's essay seems to address Simulationist design/play and I totally agree that Balance of Character is unrealistic.

But in the end, fairness is a designer's tool not a player's creation. A designer can make a game "fair" or he can choose not to. It will depend on the style and goal of the game, IMHO.

Peace,

-Troy

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On 3/16/2005 at 2:11pm, JMendes wrote:
RE: "Balance", "Fairness" ?

Ei, :)

Troy_Costisick wrote: fairness is a designer's tool not a player's creation. A designer can make a game "fair" or he can choose not to. It will depend on the style and goal of the game


I am totally in line with this as well. Furthermore, from a design standpoint, I am very much in favor of "fairness" or "balance" as concepts and analysis tools, and very much against the school of thought that says "fairness is axiomatic to game design".

Edit: As I have just read the thread where this whole thing started, let me expand on this.

I think an RPG should be fair to the players, in that it should give each player a decent opportunity at protagonism and/or screen time. But this concept is largely unrelated to "play-balance". To take LotR as an example, Merry and Aragorn were hardly "play-balanced", yet they both had decent opportunities for protagonism as the story developed. To me, that's what game fairness should be about.

Cheers,

J.

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On 3/16/2005 at 2:29pm, lumpley wrote:
RE: "Balance", "Fairness" ?

Check out Primetime Adventures for an illustrative take on play balance.

The players' mechanical input into the game varies, explicitly, from session to session. Like, in this session I'm rolling 1d, next session I'll be rolling 2d, while this session you're rolling 3d and next session you'll be rolling 1d. That explicitly. But at the same time each player is guaranteed the same overall input as every other player, over the course of the whole game.

Cool stuff.

-Vincent

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On 3/16/2005 at 4:37pm, Andrew Norris wrote:
RE: "Balance", "Fairness" ?

I think another important point is that character balance and play balance don't have to be lockstepped. If you're playing a party-based game, then yes, they are, but there are other methods of play that aren't that uncommon -- specifically troupe-style play.

The references to Ars Magica in the parent thread are referring to this. Play revolves around a cabal of Medieval mages, but each player is responsible for, at different times, a member of that cabal (who has quite a lot of power in the game world, considering the rarity of magic), several members of that mage's retinue, and Grogs, commoners who handle the grunt work.

In a given session, the raw power of each character may be grossly mismatched. (You might have one adventure involving a mage, his men-at-arms, and the poor sods who get to pry the cart out of the mud.) This is sort of a Lord of the Rings situation, except that over time it's expected that each player will have a chance to play their mage. (I know this is a gross simplification of the system, but it's definately troupe-style.)

Another way play balance and character balance may be separated is with games that don't have a party structure at all. It's possible to intercut between the lives of several different characters, one per player, who cross paths infrequently. In this situation, characters might vary widely in ability, but their competence relative to their own respective challenges are similar.

My personal experiences with "keeping things fair" deal entirely with screentime allocation, which has already been discussed previously. My last campaign included characters such as (a) a dissolute, lecherous con-man with a lot of contacts in the underworld, and (b) a dead woman who could freely jump from host to host, possessing their bodies. There was no question that if the two came to blows, the con-man had no chance at all. But the game was about personality conflicts and the consequences of power, so neither felt slighted.

I think the "big picture" issue here is that the advice you're giving in your various essays is very effective at reinforcing the style of play that you personally enjoy. You're making efforts to avoid types of play you don't enjoy and that you personally find dysfunctional. That's laudable. But there are a lot of styles of play out there, and your advice is not necessarily appropriate for them. I think that's what we're trying to impart to you.

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On 3/16/2005 at 4:49pm, Marco wrote:
RE: "Balance", "Fairness" ?

Andrew Norris wrote:
My personal experiences with "keeping things fair" deal entirely with screentime allocation, which has already been discussed previously. My last campaign included characters such as (a) a dissolute, lecherous con-man with a lot of contacts in the underworld, and (b) a dead woman who could freely jump from host to host, possessing their bodies. There was no question that if the two came to blows, the con-man had no chance at all. But the game was about personality conflicts and the consequences of power, so neither felt slighted.


I agree with this entirely. The problem comes in practical application when:

1. Player A decides that, during the game, he's going to move into Player B's spotlight and the system is set up so that B gets dominated despite having what are ostinsibly valide niches.

2. The roating of character-spotlight runs into problems wherein a player feels it is implausible that he would not accept help from a vastly superior PC but to accept the help renderes him insignificant. This is especially problematic if both characters are concived of as equals by the world presented.

Etc ...

I can play Frodo next to Aragorn but unless the GM specifies that Aragorn can't be near the ring I'm not going to get to do much durning the game other than carry it (which is what Frodo does for the first half of the fellowship).

Game mechanics are only responsible for some of this--but there are cases where strong mechanical niche protection and attention to multiple equal modes of effectivness within a given niche (i.e. the strong fighter is roughly equal yet distinct from the fast fighter) is helpful.

-Marco

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On 3/16/2005 at 9:15pm, M. J. Young wrote:
Re: "Balance", "Fairness" ?

Domhnall wrote: I’d like to hear again from M. J. asking him to start by stating detailed definitions of “imbalance/balance," and “fair”.

I think these terms are loaded as they relate to RPG circles. Like "realism" they are the sort of words that people throw around as if they had an absolute meaning and an absolute value, but they really only mean "what I like in a game".

Let me predicate and expand what has been stated by others: in a role playing game, what matters is that all the players have fun. That is most commonly achieved by making sure everyone has a turn. Since we don't "take turns" in most games, those "turns" must be assured through some means of balancing spotlight time.

In a strongly competitive game, particularly one that is combat based, we balance spotlight time by making all the player characters equally strong in those ways that matter in play. The fighter has his multiple attacks and damage bonuses; the thief has his sneak attack and damage multiplier; the magic-user has his killer spells; the cleric has his power to tip the odds (blessings and curses). We try to make these such that each will shine in his own way to the same degree in combat. If we fail, then whenever we enter combat some players are effectively sidelined, and they're not enjoying that part of the game.

That can be acceptable if there is some other way in which spotlight time is protected. One such approach is what we call niche protection. This means that there are different situations, all equally as likely to arise in play, in which we need different character abilities which can only be had by specific characters. Only the fighter can accept the challenge to joust against the black knight. Only the thief can scout ahead and disarm the traps. Only the cleric can keep us alive and restore our health when we are injured. Only the magic-user can provide the sort of spells we need for this mission. This ensures shared spotlight time by providing moments for each. Unfortunately, niche protection has a lot of pitfalls. One of these is encroachment--initially only the thief has any chance of opening a lock, but the fighter can still smash through the door if he fails and eventually the magic user will be able to get through it by a spell, and then the thief has lost his spotlight. The same is true to some degree for all games, and the more so if they're skill- rather than class-based: I can say in designing the thief that no one else can open locks by any means, but it's a lot tougher to protect "opening locks" when it's an available skill, as someone else will eventually decide it would be good to know. Also problematic is sidelining, that when the spotlight is on the thief to open the locks or disarm the traps, everyone else is doing nothing that matters. This isn't necessarily bad, but the longer the spotlight stays on one specialist the less interesting the game is for everyone else. The Netrunners in one game (is it Shadowrun? I've got the wrong game and can't remember the right one) are often cited for this: they have a wonderful system that is a lot of fun and very interesting for what they do within the game, but while they're doing it the rest of the players might as well go see about popping some more corn or run out to pick up the pizza, because there's nothing here for them. Crossover is also a problem--we think fighters are important, and they are, but ultimately there are few things that a fighter can do in which other characters are not involved. Thus the fighter doesn't really have a protected niche and only shines because he's best at this, while the thief shines because everyone else has to wait while he does something.

An entirely different way of protecting spotlight time is through role significance. In Legends of Alyria, the players start the game by creating a set of characters who matter to the story--protagonists, associates, antagonists, important players in the events that are about to happen. Each player then takes one of these. Spotlight time is protected because the villain, who is one of the players, has to act in order for the story to move forward, and the sidekicks have important roles in the conflict so they have to play too. Everyone is involved because every character is initially defined in a way that makes him important to the story. One of these might be the helpless victim, a completely powerless character from any gamist perspective, whose role is the more important because the story revolves around his adversity. That player has ample opportunity to play and to make the story come alive, against the very powerful characters who are his persecutors and rescuers who would ordinarily drive a different kind of game.

As to "fairness", it is unfair to invite someone to play in a game where they are going to have a miserable time. That means you have to make it possible for them to contribute to the events of play in a meaningful way. It does not mean that they have to be superheroes or even equal to the others at the table. They might be, but it's not necessary.

I hope this helps elucidate my point.

--M. J. Young

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On 3/17/2005 at 2:10am, Noon wrote:
RE: Re: "Balance", "Fairness" ?

Domhnall wrote: His post asserts (if I am reading his correctly) that character-type (or “class”) equality is only warranted in competition-style (“Gamist”) RPG settings. I’m trying to refrain from any conclusion until I think more about this issue, but would like to hear other responses as well.

I don't think that's true.

I think the call for fairness, is a call for equal directorial power.

Think of it this way. In a game where you are granted no direct directorial power, the only way you can direct the game is through your characters powers. Ie, you have directorial powers equal to your characters powers. If people have unequal power levels, the directorial power, which really aught to be evenly distributed amongst the real life peers, isn't.

So the entire party of LotRs can have any old power level they like, as long as directorial power is evenly distributed. Your halfling might be super crappy compared to Legolas, but with directorial power, he IS going to make it to mount doom. If you want him to.

On the other hand, it might be okay to have different levels of directorial power. Buffy comes to mind, with it's drama points. But I think when director stance power is a measured, finite resource, it's a far more comfortable affair. Regardless, I think the call for this sort of power to be controlled is not CA related.

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On 3/17/2005 at 2:38am, James Holloway wrote:
RE: Re: "Balance", "Fairness" ?

Noon wrote: Buffy comes to mind.

And Buffy is a very specific example of this: characters who have less in-game, in-character ability to influence the plot outcome -- have lower stats and skills -- have a greater ability to influence the plot at a meta-game level. It's a great example of "balance" being applied to the player's overall participating in the game, rather than the character's effectiveness.*

*Whether it is actually "balanced" in play is another question, and answers vary -- but you can see what it's trying to do, besides answer the question "why haven't these likeable yet puny supporting characters been stomped to death yet?"

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On 3/17/2005 at 7:04am, J. Tuomas Harviainen wrote:
RE: "Balance", "Fairness" ?

Sidestepping a bit in order to provide a point of comparison:

Every larp writer either quickly learns to utilize a system of narrative balance or has a very short career. What this means is that in a larp, every character has to be provided with an equal amount of story elements they can participate, but there doesn't have to be any equality between character attributes or between the scale of the given plots. Thus the weak peasant who has family trouble and the scheming Grand Vizier are considered narratively balanced as long as both have as many things to do. Note that the Vizier almost certainly has much more directorial control over the course of things, but would only be considered a "better character" by players with Gamist and/or escapist tendencies. (Both of whom are often seen as "problem players who are completely missing the point" within experiential larp circles.) This system of course breaks down if the entire structure of the game has been designed to primarily support a Gamist approach, be it Killer or any "Let's go to the woods and play hack'n'slash" larp.

As far as tabletop is concerned, I mostly agree with what's been said here already.

-Jiituomas

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On 3/17/2005 at 12:27pm, Troy_Costisick wrote:
RE: "Balance", "Fairness" ?

Heya

I think the call for fairness, is a call for equal directorial power.


Or... it might be better stated that Fairness/Balance of Character/Equality/Whatever is really a desire to insure that all characters (and their players) have equal access to the Creative Agenda. A Gamist character should not prevent the player from Stepping Up. A Simmulationist character should not ruin the Dream. And a Narrativist character must deliver Story Now.

When a Gamist character gets out of balance it either A) over powers all the other characters, predisposing him as the natural choice to lead/take over the Step on Up phase of the game or B) loses effectiveness or limits player choice of strategy over a long period of time. Either way, fun is ruined.

A Simulationist character out of balance would run counter to whatever is being explored. A magical lazer rifle in a pre-steam world or a medieval knight in a Wild West setting are a couple extreem examples. Basically, any character that gets around whatever is being simulated would be out of balance. Thus the other players are alienated because the Dream is botched.

In a Narrativist system, and character that for some reason could not address the premise would be considered out of balance. I personally think, that characters in a Narrativist system have to be balanced by default or the design of the game is flawed in some way.

Anyhow, that's my take on what you said. :) I just want to reiterate that I believe what we are talking about in this thread is part of design and not part of play.

Peace,

-Troy

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On 3/17/2005 at 11:27pm, Mike Holmes wrote:
RE: "Balance", "Fairness" ?

Troy has it.

"Balance" always comes down to ensuring that each player has an approximately equal opportunity to be creative using the creative agenda. Now, that doesn't mean that the methods have to be the same to provide these opportunities, as Buffy shows. It just means that the different methods have to be satisfactory to the player in terms of how it allows them to participate.

For example, in D&D Gamism, the cleric doesn't tend to have as much to do in a fight as others do. Bless spell just doesn't seem to add as much as doing 1d8 damage with a longsword. It's the cleric's out-of-combat abilities that are where they shine. Some people like playing the cleric, some don't. To the extent that nobody wants to play the cleric, or any other type of character division in any other game, it could be said that that type of character is unbalanced.

Mike

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On 3/17/2005 at 11:55pm, John Kim wrote:
RE: "Balance", "Fairness" ?

Troy_Costisick wrote:
I think the call for fairness, is a call for equal directorial power.

Or... it might be better stated that Fairness/Balance of Character/Equality/Whatever is really a desire to insure that all characters (and their players) have equal access to the Creative Agenda.

I've seen this discussed in man places before. I think it is a mistake to imagine that all Fairness/Balance issues are really a single underlying concern. There are many different kinds of balance.
1) Balance of creative input by the player.
2) Balance of character spotlight time. (This is not the same, since a GM-lead subplot could put a character in the spotlight.)
3) Balance of character coolness / power. Again, this is distinct. For some players, even if their PC is not regularly in the spotlight, their concerns are met if -- when their PC does appear -- it has a lot of impact.
4) Combat balance.

Personally, I feel that none of these are strictly necessary. While some players feel that #1 is important, there are many players who are less agressive or controlling about the game -- who are fine with taking the back seat a little more often. So I disagree that balance is necessary, and that desire for balance is all one preference.

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On 3/18/2005 at 12:27am, ffilz wrote:
RE: "Balance", "Fairness" ?


Personally, I feel that none of these are strictly necessary. While some players feel that #1 is important, there are many players who are less agressive or controlling about the game -- who are fine with taking the back seat a little more often. So I disagree that balance is necessary, and that desire for balance is all one preference.

True. Ultimately what matters is that each player be happy with their contribution to the game and their payoff from the game. But it is valuable to consider the various ways that imbalance is perceived and be willing to address them. Of course satisfying some players needs may dissatisfy others, so ultimately the whole group has to participate, and ideally the social contract addresses this explicitly (I'm amazed by the number of people who claim that since ultimately your responsible for your own fun that they don't owe you a lick of consideration - every man for himself).

An interesting point is when one player is bothered by a perceived imbalance between two other players characters, yet those two players are perfectly happy, and might even be upset at attempts to fix the perceived balance problem.

Frank

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On 3/18/2005 at 2:27am, John Kim wrote:
RE: "Balance", "Fairness" ?

ffilz wrote: Ultimately what matters is that each player be happy with their contribution to the game and their payoff from the game. But it is valuable to consider the various ways that imbalance is perceived and be willing to address them. Of course satisfying some players needs may dissatisfy others, so ultimately the whole group has to participate, and ideally the social contract addresses this explicitly (I'm amazed by the number of people who claim that since ultimately your responsible for your own fun that they don't owe you a lick of consideration - every man for himself).

About that last bit -- I don't do it much myself, but I don't think it's totally crazy. The principle is that certain people naturally have compatible ways of having fun. i.e. If I just play in a way that's fun for me without self-consciously changing my style, there exists a set of other people who will also have fun that way. By not twisting around to please other people, the people who play with me will end up being people with similar tastes. Their objection to negotiation would be that it supports incompatible groups who shouldn't be together in the first place, where no one gets what they want, because everyone is working to other people's standards.

Anyhow, it's not the way I work, but I don't think it's immoral or anything.

I think there's something of a spectrum. On one end (the negotiation end) you decide who you want to game with first, and then pick a game and style which best fits their intersection of tastes. On the other end (the selection end) you decide exactly what game and style you want, and then select players who are good with that.

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On 3/18/2005 at 3:27am, Noon wrote:
RE: "Balance", "Fairness" ?

Troy_Costisick wrote: Heya
Or... it might be better stated that Fairness/Balance of Character/Equality/Whatever is really a desire to insure that all characters (and their players) have equal access to the Creative Agenda. A Gamist character should not prevent the player from Stepping Up. A Simmulationist character should not ruin the Dream. And a Narrativist character must deliver Story Now.

I don't see that as being something different than directorial power. Perhaps I've read directors stance incorrectly.

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On 3/18/2005 at 9:32am, James Holloway wrote:
RE: "Balance", "Fairness" ?

Noon wrote:
I don't see that as being something different than directorial power. Perhaps I've read directors stance incorrectly.

Any given stance is a particular relationship between the player and the SIS. Director stance is not the only way in which characters can have access to the CA, it's just one possible way.

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On 3/18/2005 at 3:14pm, Troy_Costisick wrote:
RE: "Balance", "Fairness" ?

Heya,

James Holloway wrote:
Noon wrote:
I don't see that as being something different than directorial power. Perhaps I've read directors stance incorrectly.

Any given stance is a particular relationship between the player and the SIS. Director stance is not the only way in which characters can have access to the CA, it's just one possible way.


James beat me to it, but yes. That's how I see things as well. :)

I just also want to add that this balance of character thing is just one way of doing things not THE way of doing things. For some designers (and players) it is the ideal way. For others, it would ruin the premise of thier game. A lot of people talk about it because they might feel slighted by a game in the past or be search for the holy grail of designs or have a strong sense of fairness/equality or whatever. IMHO, I think for a lot of games it would be good, but for some games it's not necessary. It just depends on your design goals after all :)

Peace,

-Troy

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On 3/18/2005 at 11:30pm, Mike Holmes wrote:
RE: "Balance", "Fairness" ?

John Kim wrote: I've seen this discussed in man places before. I think it is a mistake to imagine that all Fairness/Balance issues are really a single underlying concern. There are many different kinds of balance.
CA isn't just one thing, John. It encompasses everything you mentioned. So I'm not seeing you arguing against what Troy said. He's just generalizing things such that your statement is automatically true.

Mike

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On 3/19/2005 at 8:17am, Noon wrote:
RE: "Balance", "Fairness" ?

James Holloway wrote:
Noon wrote:
I don't see that as being something different than directorial power. Perhaps I've read directors stance incorrectly.

Any given stance is a particular relationship between the player and the SIS. Director stance is not the only way in which characters can have access to the CA, it's just one possible way.

Which other ways? I mean purely at a rules level, which the designer can control, rather than at the higher/controlling social level over which he has no control.

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On 3/19/2005 at 7:18pm, James Holloway wrote:
RE: "Balance", "Fairness" ?

Noon wrote:
James Holloway wrote:
Noon wrote:
I don't see that as being something different than directorial power. Perhaps I've read directors stance incorrectly.

Any given stance is a particular relationship between the player and the SIS. Director stance is not the only way in which characters can have access to the CA, it's just one possible way.

Which other ways? I mean purely at a rules level, which the designer can control, rather than at the higher/controlling social level over which he has no control.

Many players don't use director stance at all; they exert control over the SIS through their characters. This manifests as "balance" in, for example, character creation in traditional Gamist contexts; since the character is the tool the player will use to Step On Up, it's important that players be given an equal opportunity to do so -- not necessarily that they are all equally effective at doing so, but that the character is not denied the opportunity to engage with the CA.

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On 3/19/2005 at 8:56pm, Noon wrote:
RE: "Balance", "Fairness" ?

I wrote: In a game where you are granted no direct directorial power, the only way you can direct the game is through your characters powers.

I think were in agreement.

I wrote: Ie, you have directorial powers equal to your characters powers.

I might have put this an odd way, perhaps instead: The closest you get to directorial power are your characters powers, thus your characters powers effectively are directorial powers (should you want to use them that way).

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On 3/19/2005 at 9:48pm, James Holloway wrote:
RE: "Balance", "Fairness" ?

Noon wrote: The closest you get to directorial power are your characters powers, thus your characters powers effectively are directorial powers (should you want to use them that way).

Yeah, OK -- I see what you mean. Makes sense to me!

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On 3/30/2005 at 5:15pm, The God of the Machine wrote:
Directorial powers, shmerectorial powers

Characters aren't directors, they're actors. Look at a game session like an improv play with rules. Every player has a role, some roles allow them considerable latitude and some don't. But as they say, "there are no small roles, only small actors". Show me some game other than DnD or other such gamist nonsense where a character was completely outshined by another solely because of statistics.

I ain't buyin' it.

It's all in how you play your character, and the WAY you bend this artificial environment to YOUR imagination in YOUR terms. The original poster was right, only some gamist choad would whine about the fact that his longsword isn't doing as much damage as that OTHER GUY'S longsword, then cry about it like a little bitch and go off somewhere to write a d20 supplement. I say that artificial game balance is insulting of the public's intelligence. I've played 2nd edition where everyone in my group was a min-maxed combat or magic GAWD with at least 6 levels on me, and I, a lowly little priest of time, stole the show. Was it because I had ultra-powerful magic items or did an average of 34 pts. of damage a round? No. I had BACKSTORY, baby, and my character had a reason for being alive. And most of our games revolved around my radiant sun thusly, and not because of any stupid statistics.

Game balance is a joke, because we're not all equal. I don't care who you are, if you don't have the roleplaying skillz to pay mama's billz you won't hang in a game I'm in. Might as well just give your character superpowers, dragon blood and a Staff of the Magi to even things out a bit. Give me a normal human in a setting as ruthlessly stupid and power-gaming as Rifts: Phase World and I will have the multiverse screaming my name within a week. Trust me gamists, your ass is mine. Forever.

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On 3/30/2005 at 5:52pm, Mike Holmes wrote:
RE: "Balance", "Fairness" ?

Welcome to the Forge Alex. Without digressing too much, I hope you've read the ettiquete posts at the top of the fora?

Anyhow, to the subject, yes, individual play will be different from player to player, I don't think anyone will disagree. But when designing a game, you have a choice. Do you strive for some sense of some sort of balance, or do you simply allow for these vagaries of player differences to mean that balance is not important to the design? I think it's not absurd to strive for balance, knowing that it may not help in particular cases, but that you've done what you can as a designer to help make play enjoyable for all of the participants.

Also, there are some forms of balance that you aren't addressing. What about the balance of options? What if the backstories from one sort of character are just more compelling than others? What I mean is what if you as the player who can make anything work, never try certain options because they're dull? Why put these in the game at all? No?

BTW, have you looked at the Articles link at the top of the page. You might be interested in some of the articles there, including especially "System Does Matter." Perhaps also some reading on stance theory would help you understand some off the discussion here.

Mike

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On 3/30/2005 at 6:38pm, Marco wrote:
RE: "Balance", "Fairness" ?

Mike Holmes wrote:
Also, there are some forms of balance that you aren't addressing. What about the balance of options? What if the backstories from one sort of character are just more compelling than others? What I mean is what if you as the player who can make anything work, never try certain options because they're dull? Why put these in the game at all? No?

Mike


This is, of course, obviously true. It's also the case that in real life (TM) most decisions, especially most dramatic decisions, involve a trade-off of some sort and a calcuable risk. This is, in essence, a "balancing system" very similar to what RPG's approximate when 'balancing mechanics.' Even an abstract fidelity to this principle can correctly be termed "fairness."

While a trade-off/risk-to-benefit construction of options and methods may not be appropriate for every game or appropriate for every mechanic, it certainly is for some.

-Marco

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On 3/30/2005 at 7:09pm, The God of the Machine wrote:
Oh good. Now I can discuss.

Hi Mike. As you might have already noticed I'm all over the etiquette, salad forks and all. Emily Post ain't got nothin' on me.

When I talk about "balance", as I thought everyone so far has in a roundabout way in this post, I'm considering so-called "power-balance", namely having game designers put (sometimes arbitrary, sometimes well-reasoned) caps on certain types of characters because that character, by virtue of his being, will be more capable of doing something/s than the rest of the party. Some of these balances were perfectly valid from a realism standpoint. In 2e AD&D, the wizard at high levels was a tough sumbitch who would flatten states such as Iowa or Kansas even flatter than they already are with a few gestures and the phrase "Mordenkainen pwns j00!" muttered under the breath several times. The game designers handled this dilemma quite nicely by reasoning that it's harder to become a good wizard than a good fighter or thief, for instance. The designers thusly made it so gaining levels early on for wizards was pretty rough, and that at low levels wizards weren't able to do much more than cast the odd Magic Missile and hide behind the mighty thews of Sir Zelkor Dragonsbreath or whoever the generic fighter of the party was. This went perfectly well with the genre's own internal logic. This is not the kind of "power-balance" that annoys me.

Saying that wizards were inherently weaker (in terms of hit points) and could, under no circumstances, learn how to pick up a sword and have a prayer of it hitting the paralyzed elephant that you're standing on just because they'd read a few books in their youth, now THAT'S the kind of "power-balance" that's plain dumb. THIS is the kind of "balance" that is inherently Gamist in nature, because it appeals not to the Narrativists love of good drama nor to the Simulationists modeling of an artificial reality. And THIS is the kind of balance that game designers even to this day sprinkle all over their systems to ward off whiny GenCon "scholars" rather than concentrating on making the best game of all time.

As far as your "balance of options", I might need some clarification and examples. From what I gather, and correct me if I'm wrong, you're talking about characters being overshadowed by other characters by virtue of the game emphasizing one character over another. I see this as a problem of picking the wrong character for the system or a problem with the GM. I'll give a couple hypothetical examples.

Suppose your group decides to play V:tM, but during character creation one of the players hears that there are Werewolves and decides to be one of them. Despite the GMs protestations, the player is adamant, so the player makes one of the big, walking dogs. Turns out that a lot of the game is about vampire politics, taming the Beast inside and reaching Golconda, stuff like that. The werewolf is bored because he has no part of any of that. Also, the vampires sleep during the day, and if the werewolf wants to go off on his own during those hours and the GM is focused on what happens with the group during night play, the GM may be forced to make some improv, unsatisfying encounters which seem like schlock to the werewolf character, and which bore the vampire's players to death while they await sunset.

In this case, the dissenting player picked the wrong character for the system. The play is geared toward a different kinda character, so unless the outsider can immerse himself in the other characters world and thrive in it, he will stay out of the spotlight and play/story arcs will be unbalanced against his character. The moral of this story is, when in Rome, do as the Romans do and pick a Roman character, and if you don't and the sun for some inexplicable reason doesn't rise and set in the crack of your ass, you'll know why.

The other example is like this one, but the blame lies elsewhere. Say you're playing any fantasy RPG and the GM tells the players to make any kinda character they want. The players all get together and decide to make diplomatic/courtier characters with their forte being social interaction, all except one, the guy who got wedgied frequently in high school and decides he has to make a combat demon all the time or the bullies will get him. Play starts and the GM, much to the chagrin of most of the characters, get thrown into combat encounter after combat encounter, eventually being pressured into forming a de facto mercenary unit. Combat monster is ecstatic. The bullies will never stuff him in a locker again.

In this case, the balance has shifted to one player, who through dumb luck made the right character for the game. This is entirely the GM's fault, who should have either told his players what kind of game this was going to be, or should have seen what the players wanted in their choice of character and made the adventure to fit. Moral of this story is that if your IQ is under 70, don't GM.

In ANY case, the point I'm trying to get at is that arbitrary "power-balancing" is the dumbest thing that has happened since time began, and that all other game-balance issues are avoidable, either through good play or good game-to-group fit.

And yes, I read the "System" essay, and while I wholeheartedly agree with Mr. Edwards central thesis, that not all systems are created equal, I don't agree with some of his points. Rifts and Shadowrun gamist? Both can attract power-gamers at times, and while Shadowrun has an incredibly complex system and Rifts' system is just, well, broken, both have two of the finest settings (forgetting sourcebook-itis) in all of RPGdom, which firmly appeals to the Narrativist in me.

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On 3/30/2005 at 7:32pm, Mike Holmes wrote:
Re: Oh good. Now I can discuss.

The God of the Machine wrote: When I talk about "balance", as I thought everyone so far has in a roundabout way in this post, I'm considering so-called "power-balance", namely having game designers put (sometimes arbitrary, sometimes well-reasoned) caps on certain types of characters because that character, by virtue of his being, will be more capable of doing something/s than the rest of the party.
If you read back into the thread, in fact you'll find the perenial observation on balance. Namely that it can mean a whole lot of things, and that these things inter-relate in very complicated ways.

Saying that wizards were inherently weaker (in terms of hit points) and could, under no circumstances, learn how to pick up a sword and have a prayer of it hitting the paralyzed elephant that you're standing on just because they'd read a few books in their youth, now THAT'S the kind of "power-balance" that's plain dumb. THIS is the kind of "balance" that is inherently Gamist in nature, because it appeals not to the Narrativists love of good drama nor to the Simulationists modeling of an artificial reality. And THIS is the kind of balance that game designers even to this day sprinkle all over their systems to ward off whiny GenCon "scholars" rather than concentrating on making the best game of all time.
Well, to some extent, I'd say that this is just a function of your play preferences. I'd personally agree with you that this sort of balance is not fun. But some people do like it. That's all I'll say there.

In any case, it's very much not what anyone here was specifically referring to. That is, the gamism balances that you seem to prefer are precisely what people were discussing for the most part.

In ANY case, the point I'm trying to get at is that arbitrary "power-balancing" is the dumbest thing that has happened since time began, and that all other game-balance issues are avoidable, either through good play or good game-to-group fit.
Well, let's say somebody had a game which was, essentially Vampire and Werewolf mixed, but when you played the Werewolves, it sucked for the reasons you mention. Yes, you could blame the players or GM for not seeing it, but why not just have a game where either there are no werewolves, or where the werewolves are fun to play?

Again, the designer can't know what precise use the game will be put to, so there is a reason why to make all of the options aproximately equal in potential enjoyment. So at least the system isn't the culprit for the problem.

And yes, I read the "System" essay, and while I wholeheartedly agree with Mr. Edwards central thesis, that not all systems are created equal, I don't agree with some of his points. Rifts and Shadowrun gamist? Both can attract power-gamers at times, and while Shadowrun has an incredibly complex system and Rifts' system is just, well, broken, both have two of the finest settings (forgetting sourcebook-itis) in all of RPGdom, which firmly appeals to the Narrativist in me.
We'd be going off topic to start discussing some of these these things here in depth (please start a new thread if you want to get into them). But what is on topic, what I was getting at is precisely that not all systems are created equal. Balance in this case is a discussion of what makes one game better than another because of design. If one Rifts OCC is way more powerful than another, for no particularly plausible reason, then you'd agree that it's broken? Why? Because there's a problem with balance in this particular use of the word.

Mike

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On 3/30/2005 at 10:53pm, The God of the Machine wrote:
What's going on?

As far as the wizard with the complete inability to hit anything with a sword ever...

In any case, it's very much not what anyone here was specifically referring to. That is, the gamism balances that you seem to prefer are precisely what people were discussing for the most part.


Look back a few posts to M.J.'s discussion of "niche protection", which I comfortably filed under "arbitrary play balancing". The mage example is very much an outgrowth of "niche protection", and it was almost "very much what everyone here was specifically referring to".

Yes, you could blame the players or GM for not seeing it, but why not just have a game where either there are no werewolves, or where the werewolves are fun to play?

Again, the designer can't know what precise use the game will be put to, so there is a reason why to make all of the options aproximately equal in potential enjoyment. So at least the system isn't the culprit for the problem.


This seems kind of akin to talking about Ars Magica and asking why there's no support for playing cybernetic Martians in the rules. Why? Because the focus on the game is on magi, not Marvin the Mutilator. A game system that would allow any character type into play would have to be a super-generic or super-surreal game. Some games choose to be more specific than they have to just to fully flesh out the possibilities inherent in one character type, like Ars Magica or Monster: The Subtitle for instance. Does this make the system broken? No, specificity does not equal bad game design, just narrow focus.

I've seen Vampire games where Werewolves were fun to play. This wasn't because the GM acceeded to the Wolf's every wish, it's because the Wolf MADE himself a part of the game.

Balance in this case is a discussion of what makes one game better than another because of design. If one Rifts OCC is way more powerful than another, for no particularly plausible reason, then you'd agree that it's broken? Why? Because there's a problem with balance in this particular use of the word.


Rifts is a game that's broken all over the place, and yes, character creation if one OCC was IMPLAUSABLY buffer than another would be another flaw in the system. If it was implausible. The system ain't broken because a Dragon Hatchling can stomp all over a Mystic of the same level. That's what we would call "plausible", at least in terms of the game's own logic. Artificially constraining the hatchling to make it on par with the Mystic would not be in keeping with the logic of the world, and thus would be arbitrary and stupid. That breaks systems for me.

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On 3/30/2005 at 11:28pm, Mike Holmes wrote:
Re: What's going on?

The God of the Machine wrote: Look back a few posts to M.J.'s discussion of "niche protection", which I comfortably filed under "arbitrary play balancing". The mage example is very much an outgrowth of "niche protection", and it was almost "very much what everyone here was specifically referring to".
It's one example of niche protection, yes, but there are others that don't fall under your classification. For example, in Rolemaster, you can have your wizard wield a sword, it just costs more, and has some penalties that are based on the setting's magical "physics." That, too is niche protection.

Basically you're saying that there's a form of niche protection you don't like. OK, got it. That doesn't invalidate the whole concept of balance.

Yes, you could blame the players or GM for not seeing it, but why not just have a game where either there are no werewolves, or where the werewolves are fun to play?

Again, the designer can't know what precise use the game will be put to, so there is a reason why to make all of the options aproximately equal in potential enjoyment. So at least the system isn't the culprit for the problem.


This seems kind of akin to talking about Ars Magica and asking why there's no support for playing cybernetic Martians in the rules.
No, it's not. I'm not saying that one needs to accomodate any sort of character. I'm saying that all of the options that the game wants to provide (whatever set that is) need to be "balanced" insamuch as they are all viable choices for play.

It's not a very controversial issue.

Rifts is a game that's broken all over the place, and yes, character creation if one OCC was IMPLAUSABLY buffer than another would be another flaw in the system. If it was implausible.
I'm glad you agree. That's all I've been saying. Whether or not a particular option is "balanced" this way is a subjective thing, but you at least agree that there could be a problem with this sort of balance.

You keep trying to create a disagreement where I don't think one exists.

Mike

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On 3/31/2005 at 2:07am, Noon wrote:
Re: Directorial powers, shmerectorial powers

The God of the Machine wrote: Characters aren't directors, they're actors.

I'll up the ante on that "Characters aren't directors...they aren't anything, they don't exist.

I'm talking about the tools the players (not the PC, the PLAYER) has to ensure he has equal screen time.

Show me some game other than DnD or other such gamist nonsense where a character was completely outshined by another solely because of statistics.


Most of them. Because most of them rely on someone like you rocking up with sheets of character background and also telling the GM "Hey, look at my cool plot hooks, you gotta show these up in the game"

The forge is about what we can do to design games better. I pretty much know that in your case, your getting good screen time with your puny human in rifts, because your talking to the GM and getting this screen thing to happen with your leet RP skills.

Now, do you think designers should rely on users being just like you, for the game to every customer good screen time/be fun?

Frankly no, I think that's letting those designers be lazy. If I designed something and then think "Ah, it's up to the customer to make the damn game work" I would be shouting "system doesn't matter" from the mountain. And that doesn't pass muster around here.

So when I talk director powers, I mean what director powers the system helps grant the player (not the PC). And if the system doesn't grant the player any director powers, the PC powers they do get are all the players got if they want to have screen time.


PS: I find it ironic how your saying something like "I've stepped on up to roleplay and whooped ass at it! HAH! Who'd wanna be a gamist!"

But don't let my comment side track the post, because I'm not arguing with your statement. Just noting you might be closer to gamism than you realise (as I came to realise myself, over time).

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On 3/31/2005 at 4:10am, The God of the Machine wrote:
Mwa ha.

Ha ha ha. No, I don't monopolize games with my encyclopaedic collection of plot hooks. I play them, and my play r0x0rs.

Because most of them rely on someone like you rocking up with sheets of character background and also telling the GM "Hey, look at my cool plot hooks, you gotta show these up in the game"


Not many games in large print runs put background and plot hooks at a higher priority than statistics, at least mechanically speaking. In any case, that wouldn't be outshining because of statistics, it would be outshining because of depth of character.

Frankly no, I think that's letting those designers be lazy. If I designed something and then think "Ah, it's up to the customer to make the damn game work" I would be shouting "system doesn't matter" from the mountain. And that doesn't pass muster around here.


I think the whole point of this conversation was asking the question "Does the lack of character balance make a game dysfunctional, or does arbitrary character-balancing?" You're assuming the answer to this question is that if the game designers don't spend every waking hour giving all characters cookie-cutter potential, the system's broken.

Maybe, maybe not.

What I'M suggesting is that arbitrary character-balance does more to ruin a game than a lack of balance ever does. Because to make the characters equal arbitrarily one breaks the game's own internal logic and therefore becomes a crappy system. If the game balance has a good, in-game reason, fine, all power to you, I don't disagree with your assertion that balancing statistics and playability is the most important thing of all time ever. The only thing I have problem with is the irrationality of some balancings, that's all.

PS: I find it ironic how your saying something like "I've stepped on up to roleplay and whooped ass at it! HAH! Who'd wanna be a gamist!"


Ha ha. I'm not playing RPGs to "win". I play it to create wonderful stories and to play with simulating different realities. I like to think I do these things well. Does that make me a gamist?

Oh, and Mike....

You keep trying to create a disagreement where I don't think one exists.


Then don't disagree. Gimme a hug instead, you big loveable teddy-bear you.

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On 3/31/2005 at 5:06am, OliverTheMerc wrote:
Re: Mwa ha.

The God of the Machine wrote: Ha ha ha. No, I don't monopolize games with my encyclopaedic collection of plot hooks. I play them, and my play r0x0rs.


This reminds me of a concept called 'heroism' I've run into in some software engineering courses I've taken. Heroism is roughly defined as when some person on a software project team kicks it up a notch in order to make sure that the project gets done on time. These behaviors are things like working for four days straight to get the project back on track, rewriting huge chunks of the program from scratch over the weekend to get them up to snuff, et. cetera.

At first glance it may seem that heroism is good for a software project, since the team members are getting stuff done despite the difficulties. However, heroism is actually a problem from a software engineering planning perspective. Resorting to heroism means that your plan to develop this software was so crappy that you needed people to act like little coding demi-gods just to get the project back on track.

"How does this relate to an rpg?" you have already long since asked yourself. Well, you can make a system with no regard to giving players equal opportunity to participate in the game. However, it seems to rely on 'player heroism' for a Rifts player to be able to role play an anemic French school girl to victory (or at least an interesting plot) despite all odds. Though certain players are able succeed no matter their character, not every role player on Earth can. I don't think we should exclude people who are weaker role players from all rpgs a priori, especially since everyone starts as a weak role player, and learns by doing.

I'm not advocating arbitrarily limiting character abilities, and I'm not advocating a super general rule system where nearly any character concept can be incorporated into every RPG. However, I think that it is good for the designer of a game to at least consider whether or not his rules allow all players to have (nearly) equal ability to participate without having to resort to heroism.

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On 3/31/2005 at 11:47am, James Holloway wrote:
RE: Re: What's going on?

The God of the Machine wrote: if one OCC was IMPLAUSABLY buffer than another would be another flaw in the system. If it was implausible.

So the Hawrk-Duk* is an OK piece of game design because it makes sense that there would be a race of puny weaklings with no earthly use? I mean, I can see that the existence of the Hawrk-Duk RCC doesn't exactly destroy Rifts, but it is kind of a boring waste of space in the Atlantis book.

I'm not sure that one class being "implausibly" better than another is necessarily a flaw with the system, either, except in that the mechanics might not match up with the expectation you'd get from other information on the class/option/power package/what have you.

* or however you spell it. Additionally, for all I know, Hawrk-Duks are now provided with a background that packs the RCC with thrilling emotional content, compensating for the fact that they are otherwise worthless. I haven't picked up a Rifts book in like ten years.

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On 3/31/2005 at 2:40pm, Mike Holmes wrote:
RE: "Balance", "Fairness" ?

You're assuming the answer to this question is that if the game designers don't spend every waking hour giving all characters cookie-cutter potential, the system's broken.
Your hyperbole isn't helping you make your point. You've used this tactic several times already, trying to make the opposing point ridiculous by extrapolating it into something it's not.

You're correct, the subject of the thread is whether or not designers ought to consider forms of balance. But not whether it's the only game design consideration. Essentially, the post seeks to question a notion that's been put up around here that balance might be useless - which you seem to be arguing toward. So you're on topic. But the side opposite you isn't saying that it's the sumum bonum of design. Just that it's something to consider.

What I'M suggesting is that arbitrary character-balance does more to ruin a game than a lack of balance ever does.
And again, you've made that point clearly, repeatedly. Nobody is arguing against you on this point. Rather, nobody has implied that this is a good way to design. In fact, nobody has looked at any particular mechanisms at all, but rather only discussed general types of balance. Everyone will agree with you that balance done crappily does more harm than good. But this is a truism about any part of design. Setting done crappily has the same effect.

The question is what about balance that isn't abitrary, that is well done. Is there no need at all for that?

Mike

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On 3/31/2005 at 6:56pm, John Kim wrote:
RE: "Balance", "Fairness" ?

Mike Holmes wrote: The question is what about balance that isn't abitrary, that is well done. Is there no need at all for that?

Well, no. I would think it's fairly obvious that there isn't a need for well-done balance -- because people play and have fun in games which don't have that. I think the question should be more over how do games with more mechanically-enforced balance compare with games without?

Moreover, how do different approaches to balance compare? I stated before that there are different kinds of balance, such as:
1) Balance of creative input by the player.
2) Balance of character spotlight time. (This is not the same, since a GM-lead subplot could put a character in the spotlight.)
3) Balance of character coolness / power. Again, this is distinct. For some players, even if their PC is not regularly in the spotlight, their concerns are met if -- when their PC does appear -- it has a lot of impact.
4) Combat balance.

OliverTheMerc wrote: Well, you can make a system with no regard to giving players equal opportunity to participate in the game. However, it seems to rely on 'player heroism' for a Rifts player to be able to role play an anemic French school girl to victory (or at least an interesting plot) despite all odds. Though certain players are able succeed no matter their character, not every role player on Earth can. I don't think we should exclude people who are weaker role players from all rpgs a priori, especially since everyone starts as a weak role player, and learns by doing.

What exactly are you trying to balance here -- "participation"? Do you mean spotlight time? How are you defining "succeeding"? In a broad sense, I have almost never seen a system which gives players different opportunity to participate. All players play by the same rules. The closest I can think of is games with strong experience can effectively shut out people based on seniority -- which admittedly can be a real problem.

But I think it is tilting at windmills to make all role-players spotlight time equal regardless of talent, skill, and interest. There might be some value in the attempt, but that isn't inherently clear to me. I think a more achievable goal is to make spotlight time dependent on a particular, well-defined skill set like wargaming skill, or storytelling ability and creativity, or something else.

OliverTheMerc wrote: I'm not advocating arbitrarily limiting character abilities, and I'm not advocating a super general rule system where nearly any character concept can be incorporated into every RPG. However, I think that it is good for the designer of a game to at least consider whether or not his rules allow all players to have (nearly) equal ability to participate without having to resort to heroism.

Well, as long as all players are playing by the same rules, they have equal opportunity in a very real sense. I suspect you are saying something different -- perhaps that players should have equal opportunity during play regardless of their choices in character creation? That's pretty much tilting at windmills, I think, as I mentioned above. Personally, my advice is that character creation should be clear in its effects on the game, and allow for a wide variety of character types. Having weaker or less interesting options doesn't particularly hurt a game, and they can be fun to explore.

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On 3/31/2005 at 7:35pm, The God of the Machine wrote:
RE: "Balance", "Fairness" ?

Your hyperbole isn't helping you make your point. You've used this tactic several times already, trying to make the opposing point ridiculous by extrapolating it into something it's not.


Oh, fie on you. What you call "hyperbole" I call "carrying a train of thought to its logically extreme destination". Potato, potatoe really.

But the side opposite you isn't saying that it's the sumum bonum of design.


And might I add your use of Latin isn't helping make your point either. So there.

The question is what about balance that isn't abitrary, that is well done. Is there no need at all for that?


Personally, my advice is that character creation should be clear in its effects on the game, and allow for a wide variety of character types. Having weaker or less interesting options doesn't particularly hurt a game, and they can be fun to explore.


I couldn't have put it more beautifully, Mr. Kim.

I'm gonna go a step further and answer that question in terms of these "stances" that drive you kids wild. A gamist would probably say yes, there is a need for the balance, because playing a character with more power or more inherent opportunities for play gives that character an edge when overcoming obstacles, gaining XP or achieving a "high score" or whatever nonsense. To a hardcore gamist, this is cheating, same as playing Battleship near a downturned reflective surface that only your opponent can see, or playing Scrabble when your opponent has a dictionary. To this gamist, every participant should have an equal chance of "winning". In character creation, this type of person would probably prefer a straight point-based system, such as White Wolf, or a straight random generation of statistics, such as DnD.

To a narrativist, balance should only be enforced inasmuch as it serves the story. If one character is able to dive into every other character's plot hook and solve the problems for everyone, this is probably an uninteresting story and a boring game to boot. However, many stories revolve around the fact that there IS a large power inequality within the group. As was mentioned earlier, can you imagine Gandalf and Bilbo or Frodo Baggins being built with the same number of points or levels or what-have-you? I can't either. One is obviously more proficient at what he does than the other, at least from the beginning. I would even go so far as to say that some stories REVOLVE around character inequality, and how the characters close that gap during the plot. Therefore, I would say a hardcore narrativist GM would appreciate a CharGen system that is variable point-based, such as Champions or Gurps, or one with variable random generation, such as Rifts.

Finally, a simulationist would simply scoff at point-based systems altogether. Anyone who looks around at the real world knows that, really, all people are not based on the same number of "points". Some are better-looking AND smarter AND wealthier and generally more important than you, some are uglier AND stupider AND poorer and generally less important than you, and that if you were to stat everyone alive, you would see that all men are definitely NOT created equal, at least in a tangible sense. Therefore, I believe a simulationist (which I'll admit I probably drift towards more than the others) would dislike a pure point-based mechanic and drift more towards a random mechanic like the ones mentioned above or some hybrid dice/point mechanic like the R. Talsorian system or Call of Cthulhu, all to better simulate the importance of circumstance in the world.

But really, I couldn't do better than Mr. Kim's sweet and succinct statement above. I'm open to disagreement, anyone?

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On 3/31/2005 at 7:54pm, Ron Edwards wrote:
RE: "Balance", "Fairness" ?

Hello,

Alex (God of the Machine), this is a moderator post.

Your current posting habits are absolutely unacceptable at the Forge. They are composed of a number of internet chat/forum tactics which are widely practiced elsewhere, and in fact, probably expected elsewhere. However, they will not be tolerated here.

Typically, they'll be ignored. Some folks will post in hopes of engaging you in more meaningful interactions, and if you don't reciprocate (which so far, you are not), then none of your posts will receive replies or acknowledgment.

If you persist with such posts after that point, I'll simply route them to the Inactive File, and if they continue to be unacceptable after that, then I'll treat them as spam and send'em there unread. Posts are not deleted here, nor are users banned - but there's no reason to permit useless posting to clutter up the place.

And yes, it's useless. Your evaluation of what a skilled and experienced role-player you are is irrelevant. Your willingness to swipe at people who are trying to converse with you means no one will bother, soon. Your playful terms ("fie" and so on) or overstated jibes ("drive you kids wild," "big words about nothing") are not fun and witty, they are obnoxious. Your determination to stake out a point and defend it against all comers is not discourse; it is posturing.

Review the sticky threads in the Site Discussion forum in order to get a better idea of what the site is about. This is not a "all posts welcome, all folks welcome, all things welcome" site. We have goals. People who post here do not have the time to waste on folks who are not committed to the standards outlined in those stickies.

However, you are not required to read my essays or to utilize them in discussion here. But if you do utilize the terms or comment on them (as you're trying to do), then you should actually read them, which clearly you have not done regardless of what you've claimed.

Do not post in response. I'm uninterested in any possible response you can make; I will consider a response-post merely to be ego-spam.

Please continue participating in discussions, if you revise your habits of posting. This is advice you should consider strongly.

Best,
Ron

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On 3/31/2005 at 9:45pm, Kat Miller wrote:
RE: "Balance", "Fairness" ?

Are we saying that Spotlight time = Balance/Fairness?



John kim wrote: 1) Balance of creative input by the player.
2) Balance of character spotlight time. (This is not the same, since a GM-lead subplot could put a character in the spotlight.)
3) Balance of character coolness / power. Again, this is distinct. For some players, even if their PC is not regularly in the spotlight, their concerns are met if -- when their PC does appear -- it has a lot of impact.
4) Combat balance.


Yes, but
1) Creative Input = Spotlight time
2) "Character" Spotlight time = Spotlight time
3)Coolness / Power = impact during Spotlight time.
4) Combat balance

So 4) would be the only thing that didn't = spotlight time except

M. J. Young wrote: In a strongly competitive game, particularly one that is combat based, we balance spotlight time by making all the player characters equally strong in those ways that matter in play. The fighter has his multiple attacks and damage bonuses; the thief has his sneak attack and damage multiplier; the magic-user has his killer spells; the cleric has his power to tip the odds (blessings and curses). We try to make these such that each will shine in his own way to the same degree in combat. If we fail, then whenever we enter combat some players are effectively sidelined, and they're not enjoying that part of the game.



SO even 4) Combat Balance seems to be about Spotlight time.

This makes sense to me because for years I've run Everway. I run one shots at conventions and the game claims to have balance because everyone has an equal number of character points to start with.

Players will make very powerful and not so powerful characters but its not the power behind the character that makes a difference, there is no real guide to direct spotlight time. I expend lots of energy in my persuit of being a "fair" GM so that these people have a good time, and I try and give everyone spotlight time, but in the few games that went sour, it was more about spotlight time.

A big personality player demanding more time, a timid player looking bored but not really offering me anything to work with.

Mike Miller's With Great Power is not really concerned about keeping a power balance in the game. Each player can create as strong or weak a character as they want to play but the game is designed around a balance of spotlight time and I think that makes all the difference.

Forge Reference Links:

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On 3/31/2005 at 11:15pm, James Holloway wrote:
RE: "Balance", "Fairness" ?

Kat Miller wrote: Are we saying that Spotlight time = Balance/Fairness?

Maybe. I'm not sure I buy all those "= spotlight time" statements. I've seen games where players were perfectly happy staying out of the spotlight; some people are just more comfortable taking center stage than others. I would say that spotlight time (which I take to mean "time in which the attention of the group is focused on a particular player's input") is a subset of creative input as well as, in some systems, character effectiveness.

I do think that games which ensure equal access to spotlight time are more likely to be thought of as "balanced."

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On 3/31/2005 at 11:19pm, John Kim wrote:
RE: "Balance", "Fairness" ?

Kat Miller wrote: Yes, but
1) Creative Input = Spotlight time
2) "Character" Spotlight time = Spotlight time
3) Coolness / Power = impact during Spotlight time.
4) Combat balance

Well, no, I don't think so. I can go into more detail about this. I guess I'll illustrate by describing exclusive cases:

1) The player's PC is away for most of the session's adventure, and never on-screen. However, the player quietly kibbitzes a lot (i.e. makes out-of-character suggestions) and other people enact her ideas.

2) As I mentioned, the player's PC could be put through some carefully-controlled conditions which he has no control over. For example, a player might have set up his PC to be struck by tragedy. When it hits, the PC is chased down, captured, and tortured. The villain makes long speeches at him during the interrogation, and threatens his loved ones, etc. -- which obviously the PC hates but the player is thrilled by. So the PC is on stage a lot, and is frequently mentioned and available for comment -- but the player has very little input on the events. This may be popular with players who are very social, but don't feel skilled at role-playing.

3) The character being cool has nothing to do with control or input by the player. i.e. The GM might just describe how various NPCs look in awe at the PC at some key points. I've seen a number of players who don't actually want much input or spotlight time, but are extremely pleased if their character shines during brief moments. It is usually a shy type.

4) Even within combat, effectiveness is not the same as spotlight time. This is particularly true if the PC has a combat power that is very simple and quick to resolve and doesn't take much choice or description. So the PC always does more damage than the others, but the other PCs might be doing the more colorful actions and/or actions with more choices and complexity. There are some math-oriented but shy types who appreciate this as well.

Kat Miller wrote: (Re: Everway) I expend lots of energy in my persuit of being a "fair" GM so that these people have a good time, and I try and give everyone spotlight time, but in the few games that went sour, it was more about spotlight time.

A big personality player demanding more time, a timid player looking bored but not really offering me anything to work with.

To me, this is a classic case where it is helpful to recognize that not everyone is looking for the same thing (i.e. all just spotlight time). It could well be that the timid player would be very pleased to have #3 -- i.e. expressed coolness without being shoved into the spotlight for a long time or put on the spot for creative input. In the meantime, the big personality player might be fine with getting #2.

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On 4/1/2005 at 1:10am, Noon wrote:
RE: "Balance", "Fairness" ?

James Holloway wrote:
Kat Miller wrote: Are we saying that Spotlight time = Balance/Fairness?

Maybe. I'm not sure I buy all those "= spotlight time" statements. I've seen games where players were perfectly happy staying out of the spotlight; some people are just more comfortable taking center stage than others. I would say that spotlight time (which I take to mean "time in which the attention of the group is focused on a particular player's input") is a subset of creative input as well as, in some systems, character effectiveness.

I do think that games which ensure equal access to spotlight time are more likely to be thought of as "balanced."

I agree. But I think it's just further misstargeted design. If you take it that sans any director stance power granted by the system (like buffy's drama points) your PC's powers ARE the closest you get to director stance powers, then you get this problem: Players are often forced to use these powers, or suffer in game penalties, because these powers are part of the tactical matrix of the game.

Really we don't need actor/pawn stance balance, but director stance that is largely separated from that tactical matrix. When I say 'largely', I'm thinking that buffy drama points are to a degree part of the games tactical matrix, since they can bring dead characters back to like (and when is that not useful). But largely it's seperated from something like the mechanics for punching someone in the head.

The traditional idea of balance may be akin to keeping the bathwater, just in case we throw out the baby with it.

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On 4/1/2005 at 8:02am, James Holloway wrote:
RE: "Balance", "Fairness" ?

Noon wrote:
Players are often forced to use these powers, or suffer in game penalties, because these powers are part of the tactical matrix of the game.

Well, I think that some-but-not-all players actually find this more helpful, in the way that structured activities tend to make it easier for some people to contribute to anything, whether it's a debate or a party or a perfomance or whatever. I do know gamers who have a hard time contributing to the SIS sometimes, but are perfectly happy to do so when it's their "turn."

Not that I'm claiming that this is the best way to do things. But when it comes to "balance," I think we may be approaching things from the back end. In a way, I think Alex had a good grasp on this idea, that one of the problems commonly thought of as resulting from an unbalanced system, badly apportioned screen time, can be adjusted in other ways. What problems result from an unbalanced system? I think there are a number, as many as there are definitions of balance. Well, what are some ways to solve these problems? I think we'll find that some of the ways to address them are, in fact, what we would think of as mechanical balance, but that some are at the social contract level, and that some are other types of rules.

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On 4/1/2005 at 9:18am, OliverTheMerc wrote:
Clarification Attempt

John Kim wrote:
OliverTheMerc wrote: Well, you can make a system with no regard to giving players equal opportunity to participate in the game. However, it seems to rely on 'player heroism' for a Rifts player to be able to role play an anemic French school girl to victory (or at least an interesting plot) despite all odds. Though certain players are able succeed no matter their character, not every role player on Earth can. I don't think we should exclude people who are weaker role players from all rpgs a priori, especially since everyone starts as a weak role player, and learns by doing.

What exactly are you trying to balance here -- "participation"? Do you mean spotlight time? How are you defining "succeeding"? In a broad sense, I have almost never seen a system which gives players different opportunity to participate. All players play by the same rules. The closest I can think of is games with strong experience can effectively shut out people based on seniority -- which admittedly can be a real problem.

But I think it is tilting at windmills to make all role-players spotlight time equal regardless of talent, skill, and interest. There might be some value in the attempt, but that isn't inherently clear to me. I think a more achievable goal is to make spotlight time dependent on a particular, well-defined skill set like wargaming skill, or storytelling ability and creativity, or something else.


Sorry for my unclear post, I'll try to clarify a little. The idea that any concern for balance in a RPG is a waste of time has been brought up periodically in this thread. The point I was trying to make (in admittedly vague terms) is that a system should give players equal opportunity to participate the CA.

Here is an example, since the above is still too vague. Let's say I'm making a combat heavy, crunchy, gamist RPG. It would be possible to include a character type called 'The Wet Rag' who had no abilities other than the fact this his combat abilities were always set to 1% of the worst other combatant within 100 miles. Perhaps there is a compelling reason (story, designer's personal preference, whatever) to include this character type. It seems clear that this character seems intrinsically poorly constructed to excel in the hypothetical game above.

Though there are some people who, given a Wet Rag type character, could succeed through superior tactics, out of game referee influencing skills, or some other non-system method. However, it doesn't seem that this is a good situation my hypothetical RPG to be in when it requires a percentage of players to exert extraordinary effort just to be as able Step on Up as well as the other players.

That being said, Nethack has the Tourist class for challenge, and there is certainly something to be said for giving players who want to work extra hard the opportunity to do so.

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On 4/1/2005 at 10:21am, James Holloway wrote:
Re: Clarification Attempt

OliverTheMerc wrote:
That being said, Nethack has the Tourist class for challenge, and there is certainly something to be said for giving players who want to work extra hard the opportunity to do so.

Right. You can always think of "underpowered" character classes as an opportunity to scale the difficulty level or even handicap more experienced players. It's important that this be up-front, however. The worst thing in the world is finding out that your character option sucks halfway through playing it.

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On 4/1/2005 at 2:43pm, Kat Miller wrote:
RE: "Balance", "Fairness" ?

As far as Balance as a design goal; I think that Balance should be considered and accepted or rejected with purpose. To design a game with out considering Balance leads to unpolished products and gripes about "needed more play testing" However a well designed game may be unbalanced with good reason.

I concede that Spotlight doesn't equal balance.

Would Creative Input work instead?

Do different CAs need different approaches to balance?




John kim wrote:
kat miller wrote: (Re: Everway) I expend lots of energy in my persuit of being a "fair" GM so that these people have a good time, and I try and give everyone spotlight time, but in the few games that went sour, it was more about spotlight time.

A big personality player demanding more time, a timid player looking bored but not really offering me anything to work with.


To me, this is a classic case where it is helpful to recognize that not everyone is looking for the same thing (i.e. all just spotlight time). It could well be that the timid player would be very pleased to have #3 -- i.e. expressed coolness without being shoved into the spotlight for a long time or put on the spot for creative input. In the meantime, the big personality player might be fine with getting #2.


I was unclear, the Big personality and the timid player were two different situations. And I do agree that timid players can enjoy a sense of voyeuristic roleplay watching rather than doing, but the timid player was bored. As the GM trying to instill a sense of Balance I felt like I wasn't doing my job because he was bored

John Kim wrote: 1) The player's PC is away for most of the session's adventure, and never on-screen. However, the player quietly kibbitzes a lot (i.e. makes out-of-character suggestions) and other people enact her ideas.

2) As I mentioned, the player's PC could be put through some carefully-controlled conditions which he has no control over. For example, a player might have set up his PC to be struck by tragedy. When it hits, the PC is chased down, captured, and tortured. The villain makes long speeches at him during the interrogation, and threatens his loved ones, etc. -- which obviously the PC hates but the player is thrilled by. So the PC is on stage a lot, and is frequently mentioned and available for comment -- but the player has very little input on the events. This may be popular with players who are very social, but don't feel skilled at role-playing.

3) The character being cool has nothing to do with control or input by the player. i.e. The GM might just describe how various NPCs look in awe at the PC at some key points. I've seen a number of players who don't actually want much input or spotlight time, but are extremely pleased if their character shines during brief moments. It is usually a shy type.

4) Even within combat, effectiveness is not the same as spotlight time. This is particularly true if the PC has a combat power that is very simple and quick to resolve and doesn't take much choice or description. So the PC always does more damage than the others, but the other PCs might be doing the more colorful actions and/or actions with more choices and complexity. There are some math-oriented but shy types who appreciate this as well.


I disagree that expanded point three is not about Input. At some point the player had to offer input about what they thought was cool or all the Gm's effort would be wasted on the player, The Gm might have thought the description of the battle was cool but if that’s not the kind of thing "shy" player thought was cool then the GM was just entertaining himself.

Also points 2 and 3 put the burden of enjoyable play squarely on the shoulder of the gm. A Good GM can evoke a sense of balance no matter what the game, but is it really a good idea for designers rely on the GMs sense of balance?

If spotlight time and Creative Input are different things (which I've come to understand they are) The same shy player who is uncomfortable in the spotlight, would welcome opportunities that engage their creative Input in meaningful ways.

as to point 4.
I'm not convinced that Combat Balance is necessary If Creative Input is balanced. Point four seems to me to be saying that if there is enough room for creative Input in the system then the combat mechanic don't have to be balanced because characters with inferior combat abilities can express more Creative Input while players who are shy can shield them selves behind a heavy combat character and express their Creative Input whenever they are in compat and their character gets to have an impact on the situation through massive damage.

Also I'm thinking that Creative Input = Impact on play.

Meaning I can be out of the scene and share an idea that would be cool or interesting and it gets put into play, I've just had Creative Input because what I said had Impact on play.

I can create a tough Character with lots of power and while I don't really talk much and stand back in the shadows a lot (me describing the "my guy is standing in the shadows" is creative Input) when Combat happens and I get to step up, my action have Impact- also Creative Input, yes?.

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On 4/2/2005 at 3:37am, M. J. Young wrote:
RE: Re: Clarification Attempt

OliverTheMerc wrote: The point I was trying to make (in admittedly vague terms) is that a system should give players equal opportunity to participate the CA.

That is extremely well said and right on point. I really think that covers the question.

Welcome to The Forge, Oliver.

--M. J. Young

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On 4/2/2005 at 5:10am, John Kim wrote:
RE: "Balance", "Fairness" ?

Kat Miller wrote: As far as Balance as a design goal; I think that Balance should be considered and accepted or rejected with purpose. To design a game with out considering Balance leads to unpolished products and gripes about "needed more play testing" However a well designed game may be unbalanced with good reason.

Well, yeah. I thought of this as kind of obvious, but obvious things still need to be said.

Kat Miller wrote: I concede that Spotlight doesn't equal balance.

Would Creative Input work instead?

Do different CAs need different approaches to balance?

I don't think so. I think that even within, say, a Gamist game -- there may be different approaches to balance. One game might consider character creation to be part of the challenge. Thus, if a player messes up his character, that's fair game. Another Gamist game might be concerned with keeping up spotlight balance so that less-skilled players still feel in the game even when it is clear that they are lagging far being the more-skilled players.

Similarly, some Narrativist games might try to make an ensemble cast of characters -- while others might have a central character with all the spotlight time, giving other players other opportunities for creative input.

Kat Miller wrote: I disagree that expanded point three is not about Input. At some point the player had to offer input about what they thought was cool or all the Gm's effort would be wasted on the player, The Gm might have thought the description of the battle was cool but if that’s not the kind of thing "shy" player thought was cool then the GM was just entertaining himself.

Also points 2 and 3 put the burden of enjoyable play squarely on the shoulder of the gm. A Good GM can evoke a sense of balance no matter what the game, but is it really a good idea for designers rely on the GMs sense of balance?

Well, #3 (PC coolness) may require some sort of communication or feedback -- but doesn't require input on the SIS from the player during the game. It could be done by the player doing pre-game selection of what coolness she enjoys; or it could even be that completely outside of the game the GM learned what the player enjoys.

As for dependence on the GM in #2 (PC spotlight time) and #3 (PC coolness) -- in my examples I didn't mention the system, but I think the system can potentially do a lot to facilitate these. Arranging different niches for the PCs is a way of balancing spotlight time, for example. Some niches give actual play time, while others just give a brief moment to shine (i.e. coolness). The thief in original AD&D was a class that had some coolness but little spotlight time. i.e. The group often wanted a thief to deal with traps, but doing so was just a momentary single roll for the thief.

As another example, one potential weakness of systems with only player-defined traits is that they have no niche protection. The system generally rewards the player making each trait as broad as possible, so it's something of a test of what you can talk the GM into. With all the PCs broad and overlapping, the most extroverted and/or skillful player can often dominate the others.

Some games try to address this by separating the PCs and giving each equal scenes, but that makes the game more like a bunch of one-on-one interactions with the GM.

To my mind, a potential problem for systems without balanced character creation is lack of variety among the PCs. i.e. Suppose in a class-based system, there is a set of super-classes which are much better than the normal classes. Now, this isn't inherently unfair to any player, because any player is capable of taking a super-class. And some groups of players may be fine with this, if you have enough players interested in taking on the lesser classes. But it is possible that no one really wants the lesser classes and the lack of variety in the game may feel dull and/or stifling.

Another potential problem is the "gotcha" -- i.e. a character choice which turns out to be weaker than it looked. Actually, I would say any choice not being what it looks is likely to be a problem.

Kat Miller wrote: Also I'm thinking that Creative Input = Impact on play.

Meaning I can be out of the scene and share an idea that would be cool or interesting and it gets put into play, I've just had Creative Input because what I said had Impact on play.

I can create a tough Character with lots of power and while I don't really talk much and stand back in the shadows a lot (me describing the "my guy is standing in the shadows" is creative Input) when Combat happens and I get to step up, my action have Impact- also Creative Input, yes?.

Not necessarily. The original AD&D fighter is a good example of this. Often (depending on magic item distribution), a fighter would have a single clearly best attack. This meant that there was darn little choice involved -- each turn the fighter just does the same thing. The character is having impact through massive damage, but the player has no creative input. This is notable in comparison to a comparable high-level spellcaster, who had lots of room for creative choices.

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On 4/2/2005 at 11:08am, Domhnall wrote:
RE: "Balance", "Fairness" ?

OK... I think the easiest way to do this is for me just to describe our gaming paradigm, and then ask the Forge veterans which categories (of yours) that I fit into (if it is just one).

Here are our basics: We agree that players should be given equal shares of the attention (spotlighting) in play. To accomplish this from the beginning it is the responsibility of the GM to create tales (major arc and subplots) that entwine each PC. As the game progresses the different skills of the PCs keep them alive and succeeding in their goals, and the tales involve the PCs so that each remains (ideally) equally involved.

But, we also hate the feeling of “contrivance”, which seems to be what I am hearing many say is acceptable and useful. What I mean is an instance in the game when it looks like the GM is “making up” reasons for a particular PC to become suddenly very useful. Now I can hear the roar of objection that “it is all made up!” already. So, I must relay our group’s high expectation (and need) of plausibility. I agree that the tale/campaign is “made up” if you mean “created”. But the type of gaming that is plausible is the type that is most immersive, and therefore deeply enjoyable (at the very least to our group).

Perhaps this relates to our group’s very strong need for PC free-will, and honest cause and effect. All of us hate the feeling that PCs are being led around by the nose. We hate the idea that the GM would “tweak” a scenario to make it the case for a player to be (implausibly) more useful than he actually is. Our group wants to feel that from the word “go” that their actions are being handled with strict fairness and that the GM didn’t “fudge” either scenarios or results to make a character inconsistently useful just to spread around time in the spotlight.

This differs from the way good literature is written. There, the author controls everything. If he writes his tale well then the skills of each character do not need to equal out (“weak” Frodo can succeed via unplanable twists of Fate where all others would have failed [as part of JRRT’s narrative]). But in gaming, the will of each player must be taken into consideration. We hate the “Illusion” of free-will, and reject GMs trying to fool a player into thinking that some “suddenly unique need” existed that only that PC could fulfill if it felt artificial (that is, highly improbable). Conversely, we would hate it if a character of great skill were inhibited by GM directorial intervention merely to “spread around” the light. (EG, a GM directs a player who could effortlessly slay the 5 orcs attacking them to "take it easy" on them so that the others have a chance to shine.)

And so, this brings me back to my systemic balancing issue. With the above stipulations of Free-Will, Causes-Effect, Plausibility, “hands-off” GMing, etc., character ability-equality seems to be required to plausibly “share the light”.

Now, I am not talking about the tale which the PCs are involved in WRT equal attention. That part of the equality is the task of the GM from the time he created the story and integrated each PC into it. And the PCs dialogue with each other naturally and have equal time there. But, when it comes time for action if one character is far weaker than the others, the “weak” one is left out of the equality unless the GM intervenes in ways that some of you have described.

I am sure that my group is not a “gamist” one. We’re not there to Powergame, or even just to “win”. We love immersively playing our characters consistently. What we hate is the feeling of “GM intrusion” (for any reason), which steps on our free-will toes, or which damages the plausibility of the tale.

All of that being said, A) what Forge categories am I describing, and B) taking our presuppositions of gaming (our Social Contract), am I right that systemic character balance must be preserved?

Thanks.

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On 4/2/2005 at 11:08am, Noon wrote:
RE: "Balance", "Fairness" ?

James Holloway wrote:
Noon wrote:
Players are often forced to use these powers, or suffer in game penalties, because these powers are part of the tactical matrix of the game.

Well, I think that some-but-not-all players actually find this more helpful, in the way that structured activities tend to make it easier for some people to contribute to anything, whether it's a debate or a party or a perfomance or whatever. I do know gamers who have a hard time contributing to the SIS sometimes, but are perfectly happy to do so when it's their "turn."

True, but if you haven't designed in any other option, they don't have much choice in the matter. You don't have that as part of your design, but I'll be subversive and suggest that many players are just happy with their turn, because that's all they think is possible.

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On 4/2/2005 at 11:26am, Noon wrote:
RE: "Balance", "Fairness" ?

Hi Daniel,

It just sounds like you hate illusionism.

Can I sound you out on something? Do the following seem different?

GM "Uh, Grimwald the super fighter can't quite get to the five orks, so the other guys will have to have the limelight on this fight"

Vs.

Player A "I spend five director stance points so Grimwald can't get into this fight because of (insert extremely plausible description from player)."
Player B (owner of Grimwald) "That sounds reasonable, I wont counter that with my own director stance points"

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On 4/2/2005 at 1:24pm, James Holloway wrote:
RE: "Balance", "Fairness" ?

Noon wrote: I'll be subversive and suggest that many players are just happy with their turn, because that's all they think is possible.

Well, not I said "some but not all," not even "most." I'm just saying that I think a lot of the cross-talk going on here is because people are projecting their own groups' expectations onto others. I applaud Daniel's most recent post, in which he talks about the specific needs of his particular group.

Speaking of which:

Noon wrote:
Can I sound you out on something? Do the following seem different?

GM "Uh, Grimwald the super fighter can't quite get to the five orks, so the other guys will have to have the limelight on this fight"

Vs.

Player A "I spend five director stance points so Grimwald can't get into this fight because of (insert extremely plausible description from player)."
Player B (owner of Grimwald) "That sounds reasonable, I wont counter that with my own director stance points"


If I read Daniel and his group right, they would find this mechanic very intrusive indeed. They sound like classic dyed-in-the-wool immersionist Simulationists. To quote Ron:

Simulationism: the right to dream wrote: what matters is that within the system, causality is clear, handled without metagame intrusion and without confusion on anyone's part.


Now, adding the desire for equal character input, I have to say, Daniel, this is a toughie. The problem is that character design has to be supported by and supporting of the GM's campaign structure (and it sounds to me like the GM has a heck of a lot of responsibility in your group) in order for this to work, but I don't know how much that's taken into consideration in your character design. Niche protection will be big, of course, but other aspects come into it too. If you're willing to accept some periods of idleness for a game that makes characters roughly equivalent in the long term, you might do OK -- "well, I can't do anything here because all this underworld stuff is really Jim's forte, but wait until we can get back to the lab and I can start work!"

I think that demanding plausibility/realism/naturalism/whatever on the GM's part is very tricky in games like this, because in a lot of published games of this type the poor devil is expected never to mess up game-world causality or accuracy as well as to juggle character spotlight/power time and is given precious little support to do it, particularly in games where the players are working from within their characters, if you like. I've heard this conversation a hundred times.

"My character hasn't got enough to do!"
"Your character's an art dealer; it's not very exciting."
"I'm just playing my character. The rest is your job."

In terms of designing your game, I recommend that you spell out areas of possible character effectiveness: the social guy, the magic guy, the tough guy, the detective, etc. However, I suspect that this might be anathema to your "the world is real; anything can happen" way of thinking.

For an example of a game in which characters can be all kinds of different oddballs, designed firmly within a Simulationist perspective, check out Unknown Armies 2nd ed. Note in particular how it talks a lot about campaign structure in order to make sure that each of these oddballs has something to do. If you've played it or participated in its fan community, you'll see that it's not always successful, but it might have a couple of interesting lessons for you.

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On 4/2/2005 at 11:17pm, Noon wrote:
RE: "Balance", "Fairness" ?

Well, not I said "some but not all," not even "most." I'm just saying that I think a lot of the cross-talk going on here is because people are projecting their own groups' expectations onto others. I applaud Daniel's most recent post, in which he talks about the specific needs of his particular group.

I think were basically saying the same thing though. I'm saying it's often people only giving a player their turn, as part of design, because that's what all the other designs did. It's projecting expectations on to others.

I'm inclined to think that if you give a player director powers without their being tactically important to use in game, then that player can just let them rust if he wishes and just be content with his turn. The same thing as "I just get my turn" but it leaves open some options.

If I read Daniel and his group right, they would find this mechanic very intrusive indeed. They sound like classic dyed-in-the-wool immersionist Simulationists.

I think they enjoy sim, too. But my question was whether those two things felt different. If that came down to 'I hate both but for very different reasons' that's cool.

I'm interested in reading what he thinks, because I think:
Player A "I spend five director stance points so Grimwald can't get into this fight because of (insert extremely plausible description from player)."
Player B (owner of Grimwald) "That sounds reasonable, I wont counter that with my own director stance points"

Is exactly the same as
Player A "I spend five tactics points my tactics skill gives me, which means Grimwald can't get into this fight ahead of us as described in the skill."
Player B (owner of Grimwald) "Grimwald wouldn't use his 'run in bezerk!' to counter that, at the moment, because it wouldn't suit him."


Except that the latter has tactical considerations no doubt, which means your not really free to use them in a directorial way to get equal spotlight.

And on a side point, although pushing expectations onto others is a bad thing, immersionist play has a tendancy to kill off real life communication between players. While we should support others play styles, I see immersionist play as being self destructive to itself, the deeper the immersion sought. If any help is asked for with such a play style, what can you offer but to push expectations that don't revolve around self distructive play?
PS: Only refering to immersion that starts killing off RL communication, as destructive.

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On 4/3/2005 at 11:57am, Domhnall wrote:
RE: "Balance", "Fairness" ?

Noon wrote: Hi Daniel,
It just sounds like you hate illusionism.
Can I sound you out on something? Do the following seem different?

GM "Uh, Grimwald the super fighter can't quite get to the five orks, so the other guys will have to have the limelight on this fight"
-Vs.
Player A "I spend five director stance points so Grimwald can't get into this fight because of (insert extremely plausible description from player)."
Player B (owner of Grimwald) "That sounds reasonable, I wont counter that with my own director stance points"


In the 1st instance, I assume you mean that the character was physically away from the fight in order to get there in time, yes? Then, yes, they feel very different, and my group would hate the latter [metagame?] “impositions” (as we would interpret them).

But, I have spent a long while reading all 4 pages of this thread, looking up terms where I could find them, and trying to see into the structures described. My present conclusion is that neither path towards “equality” (Player-spotlight) necessarily falls into either the Gamist or Simulationist camp. Both structures want each player to have equal joy in the game… one tries to accommodate that equality before play (with skill/class equality), the other during play (with “directorial power”[?]).

Yes, a lot of work is necessary for the GM. But, this has always been expected. And I do not see how our structure would work any other way.

I’m reading Ron’s Sim essay now, and yes, it looks like us.

Noon wrote: And on a side point, although pushing expectations onto others is a bad thing, immersionist play has a tendancy to kill off real life communication between players. While we should support others play styles, I see immersionist play as being self destructive to itself, the deeper the immersion sought. If any help is asked for with such a play style, what can you offer but to push expectations that don't revolve around self distructive play?
PS: Only refering to immersion that starts killing off RL communication, as destructive.


“Real life communication”? Would you expound on all of this?

Thanks.

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On 4/3/2005 at 2:39pm, James Holloway wrote:
RE: "Balance", "Fairness" ?

Domhnall wrote:
Yes, a lot of work is necessary for the GM. But, this has always been expected. And I do not see how our structure would work any other way.

Well, I think there is actually a way to simplify things a little. What you want is for the GM to:

a) ensure equality of player contribution
b) with strict regard for in-game causality and PC "free will"
c) in such a way that the players never notice.

Impossible, I think, without either:

1) very strict GM or "system" control over character creation, or
2) active player participation in the process of creating the character *group.*

Or, if you like, not engaging full Sim-immersionist-what-have-you priorities until after character creation has been set up. I think you either need to do that or to recognize that at times you're going to have some characters out of the limelight for a bit.

1), incidentally, is how I've always done it, and although it is a bit of extra work, it does save time once the game gets going. But it took me a long time and lots of disappointed players (including myself) to get the hang of it.

From the point of view of the game you seem to be trying to create, Daniel, I think that the best way to achieve your goal is to put a lot of emphasis in your game on character creation not as a set of rules necessarily, but as a process in which the GM and all the other players participate actively to ensure that everyone gets a chance to participate fully in the Dream. Get that under control, and I think you can do a), b) and c) without knocking over too much of the furniture.

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On 4/3/2005 at 4:22pm, Ron Edwards wrote:
RE: "Balance", "Fairness" ?

Hi folks,

It's time for this thread to be closed and for the very fruitful sub-topics to be taken to their own, new threads for more focused discussion.

Best,
Ron

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