Around here we've had a lot of talk comparing DCC and other old-school rules to D&D 5E and our recent Tales of the Valiant campaign. It has a very different feel from 5E D&D and its variants which tend to rapidly develop into superheroic levels of power. While that's fun, some of the group is very interested in the more bare-bones stuff where the answer to every problem is not "what class ability or feat can I use here?" Some of these old-school games not even having a skill list is a real shift in perspective back to the old days. We've had plenty of fun with the more modern games but this experience had me thinking back to 10-15 years ago when I was introducing the boys to Basic D&D and they were just doing all kinds of improvising and thinking on their feet too.
I don't hate modern games of course - I've run them quite a bit over the past ten years+ - but I do see the difference in attitude that much more clearly right now. Online discussion is so tied up in "balance" - between classes, party vs. monsters, and encounters in general, that it amazes me. It feels like so much of the talk around the game gets wrapped around its own axles that it misses the point of what the game is for: you're supposed to play it!
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| Someone in this picture may well be complaining about balance ... |
I think there are far more people talking about RPGs than are actually playing them. This is not a new or revolutionary take, I'm just feeling it more after diving in to a different game for a few weeks. People comparing builds, people doing a bunch of math comparing classes to each other, people running the monster numbers in similar ways ... it feels like pointless electron burning to me most of the time because most of it occurs in a featureless clean-room situation with no campaign details of note. Stuff like "this dragon is a poor opponent for a party of 8th level PCs because it's AC and damage output are under-spec for what's expected at that level". OK, sure. Is there a lair involved? Offspring" Worshippers? A mate? A river of bubbling lava flowing through it's rest chamber? Does the party have a sword of dragon-slaying? Does the dragon have some magical trick or effect that makes it immune to normal weapons? Does it speak? This kind of stuff is mostly ignored in these mathematical exercises which brings me back to wondering - what's the point?
If you love the game, maybe it's D&D 5.5, is this all you have to say about it? Is it what you want to focus on? Anyone with the books or PDFs can run the math on these things - it's not hard. What about your campaign? What's the setting? What's going on there? How many people are playing in it? What kinds of characters do you have in your group? Is there something going on you've never seen before? Tell me about the special parts - the math of the game is not the special part!
It just feels like so much energy is expended on stats, product announcements & debates, rules talk, edition talk, and balance yet far less is spent on things coming out of actual play in actual campaigns. You know ... the thing we're all trying to do with this mass of paper & words & possibly electrons.
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| A wizard, a warlock, and a sorcerer debating who is breaking the game this week |
Now I'm not going off into some one-true-wayism here. I'm just enjoying a refresher course in why these games work for many people. By all means, if a game tells you that balance is tremendously important and gives you an elaborate mathematical framework to ensure it, then it really should should work. If it doesn't then the company should be griped at for it - the later D&D 3E Monster Manuals were notorious for violating their own monster creation rules and there were people whose main claim to fame in the forums was going through and checking the math on every monster as the books came out. If that gives you some joy then hey, that's cool, but hopefully you're also using them in your campaign while you do this. I can read the monster entry myself - if it looks interesting I'll end up using it somewhere. If it looks boring I probably won't - the math doesn't really affect me one way or the other because I don't care that much about theoretical balance in a roleplaying game!
I don't get too caught up in edition debates for say, D&D, because I've run and played every edition and I've had fun in all of them! Balance and edition-warring is not really a thing that comes up at a table during a game in my experience. It mainly shows up in online forums.
Even newer but say, less "rules-heavy" games tend to fall into that old-school side of things. If you don't have a detailed skill system then tasks tend to be resolved fairly quickly and you don't have endless debates about the utility of various skills.
Classless games avoid some of this as well - a lot of the Traveller discussion I see is more about the setting, its technology, and interesting situations than it is about "builds" and balance.
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| Maybe "were mad" ... |
The last thing I'll point out here is that games (like a lot of OSR games) where there is a real threat of character death do tend to play differently as well. Aside from all of my other takes up there, Feeling like their pc is vulnerable makes a huge difference with the players I know. Low level D&D in most versions, most OSR games, DCC, GURPS, Traveller, and Savage Worlds all have some of that feel because even an experienced character in those latter games can die with a few bad rolls of the dice.
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| So hardcore they named a station after it! |
Anyway that's enough ranting for today. Crossing the streams by sampling the online discussion around some different games sent me down a rabbit hole so I thought I would share. Tomorrow: 40K talk, where balance is never a topic of debate.
| See it's a cloud giant because I'm shouting at ... oh never mind ... |







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