Friday, August 26, 2011

Does Balance Matter?

Some of you out there are probably familiar with the game Gamma World, for those of you that are younger or more familiar with the most recent release of it (quite fun btw) it is a very fun and very bizarre game. One thing that I find is that there are a lot of people who enjoy Gamma World in part because it is so crazy and to an extent because it is imbalanced. You can be a super mutant with radiation powers and have a suit of power armor alongside a crazy feral person with a sword, and oddly it doesn't matter too much. The game does somewhat assume frequent deaths, but really you can have people of wildly disparate power levels in the game and it will still be fairly fun.

Now some of it might be that Gamma World runs heavily off of the weird factor, IE a big part of the enjoyment is more the bizarre spectacle than say balanced gameplay. On a note with my own group, I have mentioned before that I'm a big fan of Deadlands, my group currently has a Deadlands game going. When I set up a Savage World jaunt for them briefly I got a few positive responses but a lot of negative ones. Now Savage Worlds is more balanced, and the response may have been more rooted in either a desire for familiarity or something similar but I found it interesting that by and large their reaction was relatively negative towards it. A few of them even commented that the relatively imbalanced nature of the game was part of the fun.

For the record my group does generally care about game balance and if someone has abilities that are dominating combats and the like we usually talk about either nerfing or altering how the abilities work. And I'm sure that's true in most games. Maybe the question should be if balance really matters but also what we mean by balance.

Thursday, August 18, 2011

Character deaths

I got into a rather interesting discussion recently which helped me around some bloggers block. One of the things brought up was the idea of a game where it was hard for PCs to die, or as he put it 'Care Bearing'. I thought about it, now in my games character death can vary wildly depending on systems but I will admit that I tend to be a bit more merciful than some, maybe due to player complaints or because of how I feel about games. Some of it is that I have fairly clever players, and some of it is that I try to avoid doing games that are going to eat the players alive consistently. Another person that was somewhat intermittently involved mentioned that he enjoys the look on players faces when their characters die, usually the shock that it happened, and complained that modern games coddle players too much. The person I was talking more directly to also complained about ideas like game balance and the like.

I disagree on a few fronts, but some of it also has to do with how I view the games. For example, in most editions of gamma world I've played you can whip up a new character quite fast and frequent deaths are part and parcel of the experience. The same can be said for games like All Flesh Must be Eaten or even certain games using the Cthulhu mythos. Some old school fantasy games are similar, in these cases death might be annoying but the relative speed in which you can make a new character means that the death won't mean that either the player is sitting out for most of the night or that everyone else has to put things on hold while a new character is made. In such games character deaths aren't a big deal and can even be a source of amusement.

Take games that have more involved character generation however, say for example something from the folks at Palladium, and a character death could set you back hours in terms of time spent generating a new character. There is also the argument about how a character dies, is it different if they die from a single failed saving throw than if they died in a mass battle? If there are resurrection options in the game that might change things too, but how accessible do you make it for players? (IE at low levels do they have to suck it up and just wait until the cleric gets high enough to resurrect before they can die and keep their character?) Then again there is the question of if character deaths mean anything to the players or game itself. If you have a big story planned is it better to just keep the basic group alive so they don't have to keep reading the new guy or gal into the groups mission and enemy list or is it necessary to make sure that you prune their numbers so they don't get too sure of themselves?

Well, any readers out there are welcome to comment, hope to hear from you.