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Also moved from over there...
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Oh god, just kill those right away... On the other issues, without extensive quoting, It has always been my belief that forced balance is artificial, though you and I seem to differ by degrees. You would start a new character at in a 10th level game at say 5th level, which is still a disadvantage. Honestly many of the D&D games I played in started everyone at 3rd or 5th level anyway. But enough with D&D analogies - who plays that system anyway? (Well, OK, I just started in a d20 Thieves World, but it is literally the first time in 20 years). One difference is even rune levels I don't usually run a bunch of NPC's as the retinue. The party is the players, and maybe 1-2 NPC's come and go. Honestly, once a character reaches Runelord and Priest level normally all their time would be spent doing mundane boring cult stuff, and really should retire from adventuring. PC Runelords and Priests are therefore kind of oddballs anyway, and I don't attach a bodygaurd of NPC's to them while they are adventuring - I just prefer the party to be mostly the PC's - excepting situations where they are leading raiding parties or armies etc. etc. [/quote] |
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I don't "give" rune lords a bunch of guards. In contrast, their adventures should generally be cult missions, which naturally has them leading cult members into action. At that point, my players are typically setting up large expeditions to do things, involving significant support: both cult and hired help to fill niches. It's just natural for them to aquire various followers over time. This is an organic thing. I don't just hand them a bunch of followers as a reward for gaining rune status. (Aside: in my longest running game, they specifically spent several years of game time leading a large army, and we zoomed in/out of the strategic and tactical level. If a PC died here, the player would have most likely developed one of the powerful NPCs leading various segments of the army. Of course if that didn't appeal to the play, I would have allowed them something else, so long as it was reasonable.) |
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In a high-power group, more skills and items. Non-combatants might start as acolytes or priest. Combatants might start with superior races. As RMS, I tend to go with characters of lower power, but not newbies either. Quote:
SGL.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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[quote=RMS;7549]From reading this post and your posts in the past, you have far more of this disparity in player competence than I've ever had the displeasure of witnessing. In general, I've had very good, essentially equally skilled players. I've tended to run small groups for long periods of time, and have not look for additional players, or gradually have weeded out the poorer ones. I accept your experience, but it isn't something I can base any of my opinions off of since it's so far outside my experience. {/quote]
I wish I had been so lucky. Virtually every RPG I even ran or played in had players with a wide spread in capability. I've seen guys whose ability was damned near pyschic, and other who were so dense I'm surprised they made it to the gaming table (in fact, I knew one guy who consistently showed up at the wrong house and the neighbor had to tell him week after week). Even the conventions I've been to I tended to see a wide mix. Usually there was one or two people who I wished I could have in my regular group, one or two people I wished I'd never met, and the rest somewhere in between. I rarely had the luxury of a solid group. At best I had a good core of about 3-4 players for a time, but usually it was more like 2, with 2-4 others. Quote:
Ditto. I don't use too many "general" answers anyway. It tends to limit options and thinking. That is sort of how we ended up going down this thread. Some people believe that things must balance. Things usually translating as combat ability. But depending on the GM, player characters, and nature of the adventures being run, that isn't necessarily the case. I think the key factor is that each player character needs to be able to regularly contribute to the game. Balanced characters and encounters is merely one way to try and accomplish that. Give characters niches, and character classes are niches to some extent, is another way to try and ensure that each character contributes. The low level character in the high level group or vise versa is quite workable in BRP. Less so in D&D due to increasing hit points and damage. Basically the low level guys can't take the fireballs, but if they make it thorough a session or two the level rapidly. In BRP it isn't such a problem. Two goblins keep the experienced fighters busy, yet a single gobbie is a challenge for a fledgling farmer. Any RPG where a single hit can kill or incapacitate has some built in balance. But balance is but one method, and not the only one. Just like combat is only one activity in an RPG, and shouldn't dominate to the exclusion of all else.
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Hi,
The issue of "balance" depends mostly on who your players are and why they play the game. Also, what the characters do. We are all agreed that it is important that the players have fun. Some players are very competitive and want to be heroes all the time. If a player derives most of his enjoyment from being the center of the game in combat, and having the best optimized character, it is very important that his character be "balanced" relative to the others. It is particularly important if you have two or more competitive players. Other players, oddly enough, actually like weak characters. I felt it was more interesting to try to figure out how to accomplish something with Lyra {a rather new agey weak Nathan} than to do a better job of optimizing my character than one of our game's three wargamers. One of the wargamers is just a much better wargamer than I am, and if my character were theoretically the equal of his in fighting power, he would have twice the impact on the fights that I do. Which is to say that "balance" is a tool for insuring that players enjoy the game. Some groups have 2-4 competitive players who spend a fair amount of time discussing the comparative effectiveness of their characters as killing machines. For these groups, balance is very important. Other groups don't have any wargamers who like power gaming, and for these groups, balance is less important. In these groups, the artificiality of starting high level characters may outweigh the advantages of making sure that the characters are of relatively even combat power. Likewise, the issue of balancing encounters to PC's is an issue of player expectation. If the players know that some encounters will simply outclass their characters, and that they are expected to identify these encounters and run away, balance is less of an issue. Players know their characters will sometimes be outclassed, and that unassing the area is always an option. If the players think that all encounters are expected to be tuned for maximum dramatic impact, they may choose to attack an entire party of monsters which are individually as tough as the entire PC group. They will then feel betrayed when, with average die rolls, the monsters flatten them. Oddly, wargamers are more relaxed about being expected to identify whether or not they are tough enough to beat an enemy than extreme role players {actors} are. Actors often expect the encounters to be dramatically scripted, and feel that there is no point having encounters that do not fit the script. From a design perspective, a system should provide the tools so that a GM who needs to balance his games can; without imposing balance on GM's and groups who are not the kind of wargamers/powergamers for which this is most important. This is why game designers need to be aware of the techniques for balancing a game; and make it possible to use them; without worrying about building "balance" into the system itself. |
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I like the MRQ chargen approach a lot. Choose a background, choose a profession, assign your free points. |
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Wargammers accept a couple of things. One is that not every session is fulfilling. It can kind of suck when you spend a whole evening or two in a game and your side of the table ends up losing - and some losses are uglier than others. So why do people invest so much time and effort into a pastime that can be so dissapointing? Because it is that much more fun when you win. You have accomplished something substantial, and the bad times make the good times all the better. So no matter how much role playing you put behind it, a wargamer knows at some level that the little figure on the table is still above all a game piece, and very well can die at any moment. And though they are not playing against the other players (ususally), they accept that not every day is their day in the sun, but if they play well, they will get their turn. Though really, I'm a novice at this psychology behind game styles thing, those are just some thoughts on how a particular style (namely mine) could have well been fostered by a wargaming influence. |
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If you don't want to play a farmer, don't roll, and choose something else. The way we play it is Choose. If the GM don't validate your choice, you have the possibility to either make another choice or force a roll, and everybody (player and GM) has to accept the result of the dices. In almost 20 years, I've never seen a dice for this, as everybody prefers choosing something that fits his style and expectations (and we've seen farmers). Runequestement votre, Kloster Last edited by Kloster : January 22nd, 2008 at 16:06. Reason: typos |