Saturday, April 26, 2008
Embracing Unfairness
Mr. Maliszewski has recently waxed eloquent over at his Gorgnardia blog on the joys of dice. We’ve seen a lot of this sort of thing recently, including Dr. Rotwang bouncing with glee over the cool things conjured by dice and tables for his one-on-one games with his wife and not-quite-roleplaying games like “How to Host a Dungeon”. They won’t get any argument from me on the joys of dice, tables, and random fun.
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4 comments:
Amen, brother.
I've come to the conclusion that balance is the antithesis of fun. Games where the players defeat a balanced encounter (like, say, current edition D&D) are just an exercise in futile probability. People don't talk about how their party-of-four 5th level characters (all with the default array) defeated a CR 5 challenge and lived to tell the tale. That's not the stuff of legends.
I love me the old school Classic D&D with wildly unbalanced characters - the CON 6 Maguc User and the DEX 22 Thief, who together defeated the Old Red Dragon using Cunning and Guile. That's pure Grey Mouser territory, and all the better for it.
Putting your faith in the Dice Gods is a large part of that fun. Making the one roll which is make-or-break for the party is a wondrous thing - and it's something Sanitized D&D has filed the edges off. When failure is a risk, the rewards are higher.
In Classic D&D a dead character meant an excuse to roll up his brother, intent on revenge. And his brother. And his - until the Dice Gods smiled once more and vengeance was served. Stuff of legends, again.
Now it's all balance, and legends be damned.
Ah well.
Or, the flip-side, you move the challenge away from the characters and to the players. This has always been my preferred method of play, since playing Moldvay/Cook D&D, where death was easy to find, and survival meant playing the game in ways that some, I think, wouldn't recognize as D&D today.
Game balance and fairness does not mean PvP. D&D is not (though it can melt down into in amusing fashion) a PvP game. Classes are not supposed to have equal power from 1st-20th level, and there is nothing unbalanced about that. Unless from the perspective of the player only, in a sibling rivalry sort of way.
Game balance, and fairness, should be in the hands of the DM.
And there were plenty of human characters played in 1e.
Anonymous:
Game balance and fairness does not mean PvP.
I'd certainly agree with that. Balance in an RPG like D&D generally crops up in two areas. The first is what some refer to as "spotlight time." If you're playing a thief, for instance, and the dungeon doesn't include any traps or chances to be sneaky, you're basically playing a fighter with low hit points, a poor chance to hit, and substandard armour. Likewise, the magic-user who's cast all their spells is basically just helpless baggage in terms of on-the-character-sheet resources, at best a sub-standard shield-bearer and torch-holder.
(Of course, that assumes the only things players can do is invoke things on their character sheets, which we both know to be a false assumption.)
The other problem is best exemplified by the Iron Gnome. Basically, you have a character whose stats and resources are so uber compared to the rest of the party that anything that would challenge them would slaughter everyone else.
This one is a bigger problem than the other, but again, not insurmountable, and was a pretty regular feature of old school play, where character levels would range pretty dramatically.
Which is very much the point of this post. Balance is a mirage, the Great White Whale of modern game design, an obsession that's warped the mechanics and play of many games into bizarre shapes. As you say, balance and fairness should be in the hands of the DM. Because, ultimately, they are; it's not like WotC can come to your house and steal your dice if you put together a challenge beyond the rating of the PCs. ;p
Out of curiosity, what brought you to this post today?
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