March 4th, 2009
THE
MANY TYPES OF BALANCE
In my essay "Festishizing
Balance", I talked about the ugly side of balance: The point
where the obsessive desire to measure up against some arbitrary
baseline results in people needlessly acting against their own best
interests.
But I also made a point in that essay of
making it
clear that balance is also an important element of game and scenario
design. On the other hand, a lot of confusion arises because people
actually mean very different things when they talk about "balance". In
my Reactions to
OD&D yesterday I talked about Gygax looking for a
"very different type of balance" than the balance of mechanical
equivalence.
Let's talk about this for a bit.
CONCEPT
BALANCE: Concept balance maintains that all
character concepts should be equally viable. In other words, the guy
wanting to play Conan the Barbarian and the guy wanting to play Robin
Hood should both be equally effective in combat. Why? Because otherwise
the system is inhibiting creativity (by making it less attractive to
play Conan and/or Robin Hood). In addition, these less effective
character concepts serve as "traps" for inexperienced players -- they
think it would be cool to play Conan, but instead they find themselves
always playing second fiddle to Robin Hood. It requires at least some
degree of system mastery in order to recognize and avoid these traps.
NATURALISTIC
BALANCE: Naturalistic balance, on the other
hand, recognizes that not all character concepts are realistically
equal. If you're playing in a realistic World War II game, then the
martial arts specialist is just not going to be as combat effective as
the guy with a machine gun. (However, naturalistic balance should not
be misunderstood as being equivalent to a desire for "realism" in a
game.)
SPOTLIGHT
BALANCE: With spotlight balance, characters
focus on disparate types of gameplay and the balance between them is
achieved by the GM making sure that all types of gameplay get an equal
share of playing time. For example, when confronted with both Conan and
Robin Hood, the GM needs to make sure that there are equal
opportunities for both melee specialists (Conan) and ranged specialists
(Robin Hood) to show off their best stuff.
THE
PROBLEM WITH CONCEPT BALANCE
The problem with concept balance is that it
requires you to severely limit either (a) flexibility of character
creation; (b) the scope of gameplay; or (c) both.
Many advocates of concept balance will, at
this
juncture, attempt to degrade the concept of "flexibility" as being the
"freedom to play a weakling". While it certainly can mean that,
flexibility more usefully means "I want to focus my character creation
resources on gameplay X versus gameplay Y".
The inherent imbalance of flexibility
becomes
apparent when you realize that different campaigns will feature
different mixes of gameplay types.
A simple example of this is the difference
between
a campaign focusing on lots of melee fighting in the tightly confined
quarters of a typical dungeon (favoring Conan) and a campaign focusing
on lots of ranged fighting in the wilderness (favoring Robin Hood). A
more complex example of this was the subject of my essay "Death of the
Wandering Monster" -- certain types of campaigns allow the
spotlight balance between fighters and wizards to skew one way or the
other.
Let's make this an extreme example: If you're playing in a campaign
with little or no combat, a fighter is less useful. If you're playing
in an entirely urban campaign, druids and rangers become less useful.
If you're playing in a campaign taking place entirely within an area of
antimagic, wizards become less useful.
(D&D makes an easy example for this
sort
of thing because one major type of character creation resource
investment is neatly encapsulated in a single decision point: Class
selection.)
There's no way to "balance" the fact that
fighters
aren't very effective in campaigns where there isn't any combat without
either (a) disallowing people from playing a fighter (limiting the
flexbility of character creation) or (b) disallowing campaigns that
don't feature a lot of combat (limiting the scope of the game).
This is why many proponents of combat
balance
often focus exclusively on a character's combat effectiveness: By
narrowing the scope of the game to a single type of gameplay (combat),
concept balance becomes possible.
The
other way to work around this issue is to isolate each distinct style
of gameplay and then make sure that all characters are balanced within
each style of play. (This, of course, is another example of limiting
the flexibility of character creation.)
THE
PROBLEM WITH NATURALISTIC BALANCE
We've already touched on the problem with
naturalistic balance: It invalidates character concepts and creates
potentially unforeseen "booby traps" in character creation that require
system mastery to avoid.
The result is that people end up with
characters
who aren't fun to play. Combined with the
typical
modern paradigm of gaming in which character attrition is
low, players can end up stuck for a very long time playing characters
they don't want to play any more.
Partial
solutions to this problem include allowing players to redesign sub-par
characters or switch to entirely different characters. But these are
only partial solutions: If someone wants to play Robin Hood and the
system doesn't make Robin Hood a viable concept, then it doesn't matter
how many times you let them re-design the character -- they still won't
be playing what they want to be playing.
THE
PROBLEM WITH SPOTLIGHT BALANCE
The problem with spotlight balance is that
it can mean that
characters in spotlight A have to sit and watch while characters in
spotlight B are doing their thing.
For example, look at the "decker problem" in
cyberpunk games (such as Shadowrun).
In these games, non-deckers frequently have to stand idly by and do
nothing while the decker characters hack into a computer system. This
problem arises partly because of scenario design (hacking frequently
happens while nothing else of interest is going on) and partly because
of mechanical design (actions taken while hacking take less game time
than non-hacking actions).
Concept balancers would try to fix
this problem by either (a) getting rid of decker play (narrowing the
scope of the game); (b) requiring that all characters be capable of
participating in decker play (limiting the flexibility of character
creation); or (c) figuring out how to combine decker and non-decker
activities into a single type of gameplay.
(For example, I understand that the most
recent edition of Shadowrun
uses augmented
reality to effectively fold hacking into the
combat-and-stealth gameplay of a typical 'run.)
In
a more general sense, spotlight balance requires that a GM be capable
of designing scenarios involving more than one type of gameplay. In
addition, either:
(1) The scenario must allow for both
gameplay A
and gameplay B to be happening simultaneously, with the GM flipping
back and forth between the split party; or
(2) Characters must have at least some
abiltiy to participate in all forms of gameplay.
The
former, frankly, is non-trivial and requires an experienced and
talented GM. The latter, however, can be mechanically achieved and is,
in fact, the default method for classic D&D play.
PROBLEM?
WHAT PROBLEM?
So,
to sum up: The problem with concept balance is that it requires
limiting the scope and flexibility of the game. The problem with
naturalistic balance is that it offers unfun options. And the problem
with spotlight balance is that it requires characters to sometimes NOT
be in the spotlight.
But, on the flip-side, there are plenty of
people who will stand up and say, "Problem? What problem?"
Some
people have no problem with the scope and flexibility of the game being
curtailed, if it means that they can have fun within the resulting
focus.
Some people have no problem with a game
requiring a certain degree of mastery, if it means that they get
sensible and flexible results.
Some
people have no problem with being an audience to awesome, if it means
that -- when their turn comes -- they get to be awesome, too.
There
is no One True Way to be achieved here. All of these forms of balance
have their disadvantages and their advantages. Which trade-offs you
prefer is going to be a matter of personal taste.
MY
SWEET SPOT
With that being said, allow me to use my
soapbox to talk about my own, personal sweet spot.
CONCEPT BALANCE: I
like immersive roleplay and open, sandbox-style scenarios. Thus I prize
both flexibility in character creation and a broad scope of potential
gameplay. As a result, I have no taste for the trade-offs demanded by
concept balance.
However, that
doesn't
mean that the lessons of concept balance should be completely ignored.
While I don't necessarily believe that all character concepts need to
be legitimate options, I do believe that all legitimate character
options should be viable in the game system.
NATURALISTIC BALANCE:
My
preference for immersive roleplay and sandbox-style scenarios similarly
makes naturalistic balance appealing to me. The need for system
mastery, on the other hand, is not inherently appealing to me, but
flexibility and meaningful
choice both require the possibility that poor choices can be made.
Ergo, I'm not particularly averse to the negative aspects of
naturalistic balance, while remaining open to its positive aspects.
SPOTLIGHT BALANCE: I
like my players to have many different gameplay options for overcoming
a given obstacle. And I recognize that giving players meaningful choice
in character creation means allowing them to choose where to focus
their character creation resources.
Therefore,
I embrace spotlight balance.
Fortunately,
when you embrace open-ended scenario design, spotlight balance tends to
take care of itself. When you give players the ability to craft their
own course of action, they'll defend their own interests and pursue
those strategies and tactics which best reflect their own strengths.
(You'll need to watch out for players who get excluded from the group's
decision-making process, but that's a group dynamic that will cause
problems far beyond the issues raised by spotlight balance and would
need to be dealt with in any case.)
I
also tend to believe that, when spotlight balance is working, the
problems commonly associated with it aren't actually meaningful
problems. Even if all of the PCs are perfectly balanced for combat and
your entire game is completely dedicated to combat, each PC is still
only capable of being at the center of attention for a limited amount
of time. (If there are X PCs, then that time is limited -- on average
-- to 1/Xth of the game session.) If you don't like being an audience
for the awesome things the other players are doing, then you're never
going to be satisfied with anything except solo and one-on-one play.
(Me? I like having an audience for my escapades and I like watching the
clever escapades of others.)
So,
in my opinion, most people who protest that they have a problem with
spotlight balance acutally mean that they have a problem with spotlight
imbalance
-- in other words, someone else is getting more than their fair share
of the spotlight.
What
I will concede is that spotlight play is not something that
can be mechanically enforced within the traditional structure of a
roleplaying game. (It can be mechanically enabled,
but that's different.) Ultimately the GM, working in concert with the
group dynamic, must make sure that the spotlight gets turned to each PC
in turn. This is something that must be managed in the moment. It
can't even be easily quantified. Knowing where, when, and how to focus
a spotlight depends on the tastes of your players and the circumstances
of the session. It's a matter of pacing and narrative need, coupled
with practicality and an honest gauge of players' current interests,
attention, and energy. It's more an art than a science.
As
a final note, I'll point out that the exact mixture of concept,
naturalistic, and spotlight balance depends on the game and the
campaign concept I'm running at the time. Just as there's no One True
Way, in my experience there's also no One Size Fits All solution to
these issues.
|