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Friday
Nov072008

Game Balance is Unnecessary for Fun. True or False?

Last session, our DM mentioned damage-immune, quick PC-drowning water wierds from 1E. As a curmudgeon, I immediately rolled my eyes and said something generally disparaging about the older editions regarding a lack of game-balance. My buddy across the table jumped in with "it was a different style of game back then. You expected to die all the time. You didn't need game balance."

Well, that can't be right.

"You need balance so that it's fun for everyone at the table," I retorted. Then I think he said something about my mother, and we kept playing. The idea that a game could be fun while lacking a militant eye for consistency and power levels on both sides of the screen perplexes me, though. Hopefully you can help me understand.

Parameters

Game balance is a broad term, and for the purpose of this discussion I'd like it to encompass every factor of the game: exploration versus puzzles versus combat versus roleplaying; character power among each other; character power among the enemy; DM rulings in unusual situations; and the common lethality around your game world.

I think we can all agree that, like a movie, expectations and individual taste play a huge role in determining our enjoyment. I prefer deep storylines, dynamic characters, a little emotional growth, and grit, so I think that a well-balanced game offers me the most direct, longest-lived, and enjoyable path through those fine forests. It isn't hard to imagine someone who prefers disposable characters and kicking ass without even bothering to take names, and it seems that a less-balanced style of game would cater to that audience. Getting drowned without recourse is moot if you aren't invested in that character.

Not Getting It

To me, this line of thinking becomes inconsistent if you think of the older editions where the goal was to "imagine the hell out of it." (Did I get that right?) Imagining things is fun, but hard work. It takes effort for the DM to think up a story that the characters will bite on. It takes effort for the characters to think up backstories and to act in character. And if your game has no balance you could suddenly find all that effort wasted when the PCs grow bored of rolling over your monsters, or when you grow bored of TPKs (to say nothing of the losers in these situations). Worse yet, maybe your off-the-cuff imaginings result in a great success for a PC one week, and then a dead PC the next. That would be nothing but frustrating, and would probably cause arguments, the anti-fun.

I'm missing something here. I can't embrace the idea that the 1st generation of tabletop gamers did nothing but reroll one-dimensional characters all the time for fear of unkillable water wierds. Or, if you did, I can't understand the adamant defense of those first editions as being the best on offer when 4E (certainly not my favourite) offers streamlined play for uni-dimensional character builds (guess what? You've got 5 powers, so go have fun!).

On top of all of that, the 3X extensive ruleset allows you to maintain balance while imagining as much, as little, or anywhere in between for your game (which is where I suspect the answer to the game balance question lies).

Am I wrong?

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Reader Comments (16)

Hey there,

I guess here's my take on it. Balance isn't bad in and of itself, and imbalance isn't a guarantee for a good time. But for me, too much balance becomes staid, predictable. What's the difference between a 1st edition fighter and a 3rd or 4th edition fighter? The 1st edition knows how to run. Taken to the extreme, excessive care to game balance can result in encounters winding down in the same way, can lead to a certain amount of expectancy that things will be a certain way for players. You shouldn't know if you can take whatever's behind that next door in the dungeon. You shouldn't know that your encounter will likely fall within a set range. But neither should you be feeling every fight and foray is an exercise in hopelessness.

Now I'm not saying that having 3 1st-level characters in a row eaten by a Black Dragon within 5 minutes is a blast, either. But many old schoolers who do not bow at the altar of game balance maintain an idea that things tend to even themselves out in the end. I don't insist that the game be balanced, so long as the gaming group is working, if that makes sense.

Game balance is also generally enforced through more rules, which is at odds with the idea of "making rulings instead of rules". In some ways, its a bit more organic of an undertaking.

Now, of course, with this being the internet, examples on both sides (old school vs. the new hotness) can be carried to extremes. But all characters are not created equal, they don't need to stay in lockstep during play, and a GM doesn't need to spend excessive time ensuring everything lines up "just so".

Jerks in a balanced game will try to game the rules to mess things up. In a one that doesn't care so much about balance, they argue rulings. Good GMs don't put up for long with either.

In the end, I think Matt Finch addresses some of the points here better than I ever could:

http://www.lulu.com/content/3019374

...but its just another style of gaming folks enjoy. I hope that makes a little sense. :)

November 7, 2008 | Unregistered CommenterZachary

The problem with "a 1st edition fighter knows when to run" is that most PCs -can't- run.

First, they usually have a hard time telling what they can take on and what they can't, usually due to miscommunication ("-large- means 10 feet wide, not 30 feet!") or overconfidence ("Yeah, I think we can take on this dragon") and often don't realize they're in over their heads until they're already thick into the combat. (That's why 3E splatbooks gave Sense Motive the ability to sense difficulty, in my opinion.)

Second, monsters are usually much more mobile than the PCs. The PCs are weighed down with armor & encumbrance, while the monsters are more like foaming hounds that can cross an archer's range within 2 rounds. In any scenario where the monsters move just as fast as the slowest PC, retreat is a death sentence unless someone sacrifices themselves, and that isn't acceptable.

Third, PCs usually refuse to retreat if it means leaving another PC to their death. This can be a problem when they only think they're in trouble after an ally goes down. Even if just 1-2 people insist on staying behind to risk certain death to retrieve their death, the others will reluctantly stay rather than lose over half the party.

November 7, 2008 | Unregistered CommenterMike Lemmer

"Run" is a simplification, perhaps. You choose your battles, know when to make a fighting retreat, bargain, cajole, delay, hinder, and do your research when applicable. Oh, PCs can run, alright, but knowing *when* or avoiding the need to in the first place is something else entirely. To a larger point, knowing that it *may* happen because each encounter isn't perfectly geared towards the party handling it is more towards what I was saying. There's the idea of randomness, of uncertainty, and of the unknown. I'm not anti-game balance in the extreme, but I and my players don't sweat it when they run into something that some would consider over their head. They adapt, overcome, avoid, or yes, sometimes go down fighting or escape to fight another day.

So, yeah, it *can* be fun. :) Maybe not for everyone, but not everything in RPGs is.

November 7, 2008 | Unregistered CommenterZachary

Excellent points, fellas.

@ Zachary:

I see what you're saying, especially after reading your second comment at Mike. As you point out, it's easy to bring up the extreme examples, point at them, and say "see?" and I think we're all talking about more or less the same thing when it comes to game balance here.

I guess I should have pointed out that, in my perfect world, even the game balance is kept in balance (some encounters are harder than others, for instance--I certainly don't want to advocate boredom as a favoured game style), and I've heard a few times that the "DM-as-enabler" encouraged in the most recent editions is too soft. Well, I can say from experience that you can generally keep the balance and still challenge the PCs without crushing them. I'm also a big fan of saying "there be dragons/giants/intelligent hive-minded primordial plants here" and daring the PCs at any level to go there. There's no need to coddle anyone.

In short, I think I agree.

@ Mike:

You're not wrong; it's almost a sure thing, particularly at low levels, that the DM's critters are going to have the edge in mobility and agility nearly every time. That's definitely something to keep in mind when you plan encounters.

Some good advice I got from a friend is to build in at least two ways for every encounter to be "defeated," whenever possible. Bribery, begging, escape, negotiation, intimidation, bluffing, and beating the crap out of the enemy are all good choices, and I think that regardless of how balanced you prefer your game, players and DMs alike appreciate the ingenuity that comes with saying "Okay. Now what?"

Thanks for the comments, guys.

November 7, 2008 | Registered CommenterRPG Ike

No problem! Thanks for bringing up the topic--I linked back to this on my blog, and I'm curious to see what folks have to say. I suspect at heart, this isn't an extremist issue to most people, but more of one that just needs a little clarification.

And I'm totally down with the whole "here there be dragons" bit. :)

November 7, 2008 | Unregistered CommenterZachary

Game balance is generally a good thing. Anyone who played a fighter past, oh, third or fifth level in 1e or 2e can tell you why. Or anyone who *didn't* play a wizard past those levels.

The problem comes when people start assuming that game balance means that everything the players encounter has to be tailored exactly to them. It doesn't. If the characters know that a great wyrm lives in a certain mountain, and the players decide to go explore that mountain, chances are they encounter the great wyrm, whether they're first level or 100th. And if they don't encounter it, there's got to be some in-game reason for it, whether they're first level or 100th.

For some reason, a lot of people who are perfectly willing to establish such things in 1e somehow get the impression that they can't do so in 3e or 4e.

November 8, 2008 | Unregistered CommenterScott

FWIW, I don't think game balance is something that's endemic to any one edition or game (though some games, such as Rifts, clearly make less of a big deal of it). I do think that in general the *importance* of game balance is certainly afforded more respect by players and prevailing wisdom of latter editions compared to former.

November 8, 2008 | Unregistered CommenterZachary

I have never favored balance as a good solution to ensuring fun. It's all about the conflicts. Every good story is. Even the Interactive ones.

Consider the classic structure of a three act play, In act one the participants are introduced to each other, and the dramatic incident that sets the story into motion is introduced. This is the main problem the PC's face, be it a villain, an Inner battle of good or evil, or a simple battle or test of the PC's indomitable and/or collective will.

Act two introduces the complication. The problem that has already been setup in Act I becomes much more dangerous and difficult. The heroes must then try to solve this bigger more complicated problem while the adversaries makes moves to defeat them. Note here that the adversaries are not standing around waiting to die at the hands of the PC's, they are taking active steps to unbalance the players in order to achieve a their goals (sometimes victory and the death of the players is that goal...)

Act three is simply the resolution of the problem, most often defined in RPG's as the BBG fight or the Big Bad Guy Fight.

Some stories will end on a downbeat where the hero learns a lesson, but dies and/or is defeated. Note the part where the heroes learn a lesson here...

Balanced, or not, every encounter in an RPG should do two things. First it should advance the story... the simple test being if an encounter is removed, does it leave a hole in the plot or story arc?

Second, the encounter should advance the character (i.e player) relationships.

Successfully craft this style into your game, and the issue of play balance becomes irrelevant, as it rightfully should be and tension, drama, and fun return to the center stage as the players seek to resolve the conflicts inherent in your fantasy world.

November 8, 2008 | Unregistered CommenterGameDaddy

Game balance doesn't ensure fun. In fact, it often makes things a bit too regular and predictable, thus inhibiting fun.

That said, game balance does protect against a very, very important factor that tends to inhibit fun even more for many people: a sense of being treated unfairly.

November 8, 2008 | Unregistered CommenterStuart

Good insights, guys.

Scott, yes, totally. This is the core of my issue with those fighting the "edition war." I certainly have a preference for 3X over the other editions, but only because I prefer a granular game (as long as it's still running smoothly forward at all times). I've never understood the idea that you can't create just because rules exist. If anything, I think it encourages house-ruling by giving you a framework to build on.

Zachary, agreed. My experience isn't exhaustive, but this has been true with every gaming experience I've had to date.

Good advice, Gamedaddy, although I'm not sure I agree. If your bottom line is fun, there's no reason you couldn't have a fun encounter that neither advances the plot nor develops character relationships. In tabletop roleplaying, at least. (If we're talking scrtipwriting, well, then I couldn't agree more.) :)

Having said that, I've noticed that my ongoing campaign storylines tend to lag at times, and I'm willing to bet this could be improved with your advice. Strictly speaking, about 25% of the encounters I craft for my players are the __ encounters for them to be having, with the remainder being encounters that make sense for the setting, are challenging, and are fun (I hope).

I will be DMing a new game quite soon, and I will take your advice to heart and see where that leads.

Thanks again, all. Great discussion (and if you have anything more to add, please don't hesitate).

November 9, 2008 | Registered CommenterRPG Ike

Here in Brazil people generally think that if you care about 'game balance' and 'rules that work', you´re a powergamer. If you want to play 'the real RPG', you have to think about other things and never care if spellcasters are broken or that rule doesn´t make sense. "Because I don´t care about rules, I care about stories. If you care about rules you are a powergamer and that is bad."
Dear writer, should I punch this kind of people?

November 10, 2008 | Unregistered Commenterkimble

Hey Kimble,

I'm not sure if beatings are in order, but I disagree with what I *think* is the spirit behind those comments, which sound elitist and contradictory to what I believe is the spirit of tabletop roleplaying.

Powergaming is just a game style, as is deep-immersion storytelling, or any mixture in-between that most games fall into. They are not mutually exclusive.

If you can have fun with your style of game without disrupting the fun for the others sharing your table, then anything goes.

Thanks for stopping by!

November 10, 2008 | Registered CommenterRPG Ike

I see a lot of discussions on the interwebs about this sort of thing, and most of them seem to leave out what is, IMHO, the most crucial factor: GM style. I believe that this, not the edition of the game, is ultimately what dictates whether encounters should be balanced or not.

As a GM/DM, I've always been a huge proponent of unbalanced encounters. I like the sense of uncertainty that comes with each encounter, and I believe it adds to my players' enjoyment of the game. But that's my style, and making sure my players have a fun, challenging game is what keeps me going. I never use unbalanced encounters to simply kill PC's, or to force the players to yield to my "story."

On the other hand, I've known GM's whose style is more antagonistic toward the player characters, or at the very least ambivalent toward their players' experiences. These GM's either get off by "beating" the players and/or their chaarcters, or by using them as fodder to tell their own story. In situations such as these, the GM's use encounters as tools to further their own ends, not to foster enjoyable gameplay - and game balance is, in my opinion, an absolute must.

I think a lot of the arguments for or against game balance depend on a gamer's point of view, and which of the above scenarios they've experienced. I know players who've had bad experiences with lousy GM's (in many different games, not just versions of D&D) who say they won't play that game again. I don't think they realize that it wasn't the game's fault - the only flaw with the game was that its rules were incapable of protecting the player and his character from a bad GM.

The whole game balance argument suffers from similar biases.

January 8, 2009 | Unregistered CommenterChristopher B

*nodding* I think I get you. Obviously I'd argue that your style wouldn't work well in my game because most of my gaming group(s) want longevity and long-term success, and I *think* unbalanced encounters will make those heights lofty indeed. But then I just reiterated your point; if it works for you and your players, nothing else matters.

Ah, yes, the antagonistic GM. Who are these guys, anyway? Certainly none of us bloggers, and it seems like none of those who frequent the blogs. I wonder if the antagonistic DM really even exists anymore? Certainly the only ones I've known are from my early days in gaming (I was one of them, believing at the time that that was how DMing should be). I think that's another blog post.

Regardless, I appreciate your insights, Christopher. I'll have to think on it a bit more to see if I fully agree. After all, there've got to be games out there that are designed as player-killers, right?

January 8, 2009 | Registered CommenterRPG Ike

I don't believe that longevity/long-term success and unbalanced play are mutually exclusive. I can count the number of PC's I've killed in my games (over almost three decades GM'ing) on two hands. I decided early on that I would have one simple rule regarding PC death: I will only kill a PC for one of two reasons: a) gross player stupidity, or b) voluntary self-sacrifice.

As a result, players who know me know to expect me to challenge them, but to be fair. As long as they use their minds at least as often as they use their sword arms, they should do well. I've run many PC's up to mid levels using this method of play, but the games have still always been challenging. All I expect out of my players is that they sometimes think outside the box, and generally they rise to the challenge.

I've found that the key is to be open to the players' thoughts and be a flexible GM. When the players want to do something creative or gutsy, use it in their favor. Let them be the heroes - they're not playing the game, after all, to be your whipping boy. They're playing to escape from reality. They want a challenge, and it's more rewarding when it's a tough challenge and they still manage to overcome it. When they openly discuss what sort of horrific thing they may be facing next, don't be afraid to alter your game on the fly and use their fears against them if you think it will give them more enjoyment. That's how I run my games, and I've received no complaints thus far, despite running long campaigns with long-lived characters.

As to there still being antagonistic GM's around, I know for a fact there are. Two of my core gamers also game with one or two other groups, and I often have to hear about how the GM forced them to act as bystanders in his/her story, or purposely attempted to foil them when they didn't act in a manner he'd expected. I think that these sorts of GM's will exist as long as there are games to be played, regardless of how hard game designers try to create rules to curb such behavior.

These are my experiences, of course, so I don't expect they would be the same for everybody else.

January 8, 2009 | Unregistered CommenterChristopher B

I thought you might say that, and you're right, of course. Game imbalance and longevity aren't mutually exclusive, but I've never played in a game where imbalance promoted game longevity or individual character success (and most often the lack of balance is harmful to those very important ideals unless a DM like yourself keeps a careful eye towards keeping those PCs alive, which is a form of game balance in itself).

I think it's great that you've found a way to game that works for you and your players, and establishing rules as you have regarding killing PCs can be really great tools to a better game. Your particular rules wouldn't work for me, though—as your player I'd be cautious and would probably never die, taking the teeth away from your challenges. As a DM I seldom feel the need to bail out my players as I've carefully structured the encounter for them in as balanced a way as I can, but I can't, and won't (usually) account for bad luck or poor decisions. After all, why would I? The monsters and villains wouldn't cut the PCs any slack...

I expect you have many answers to that last question, and I believe that that's my point—you've got something that works, and that's awesome. I think you're fortunate that you have players that enjoy your style of game. Frankly, I wish I had more who preferred a grittier, more story-centric game. Like most gaming groups, however, my guys have a mixture of tastes, and that's okay, too.

Thanks for the comments, Christopher. It's often good to revisit the theory behind what we do.

January 14, 2009 | Registered CommenterRPG Ike

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