Day 9: How Do Your Games Distribute Power Among the Players?
Well, I would have to say I try to focus on mechanical balance as much as I can within the scope of the rules.
Some games, say for example many old-school games, balance is not really a consideration. But you also don't play those games for balance, you play them for the game-play-experience you get (not XP in this sense).
So I create witch classes that are, for the most part, pretty weak at love levels. This in on purpose since it fits in with the design constraints of the games I am working with. The payoff is once you get to higher levels you are pretty damn powerful. Like scary powerful really.
In other games, I also look a lot into the balance of the character types. For example in Ghosts of Albion Tamara and William, the "stars" of the show are also some of the weaker characters power wise. They are not the great powerful warrior Queen like Boadicea or the magic using vampire or the poet whose words can shape reality. This balanced with their ability to affect the plots and course of the game via their greater Drama points.
After that, it becomes the realm of the individual game masters to do their job.
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