[Design] Character Generation: Detail vs TimeOpportunityCost
David Cake
dave at difference.com.au
Wed Nov 16 06:10:45 UTC 2005
At 4:45 PM +1100 16/11/05, Curufea wrote:
>Many of the flaws with many roleplaying games - especially D&D -
>could have been overcome with adequate playtesting. Rather than
>this "release now, correct later" policy that dominates the gaming
>industry (including wargamming).
>
>Carl Brown <catodon at whale-mail.com> wrote:
>
>I like the idea of a 2 pronged attack. Archetypes but include a
>system for generating morearchtypes/unique characters. Without such
>a system things can get unbalanced (eg. later AD&D kits)
Indeed, and I've certainly seen it make a difference in
playtests I have been involved in (playtesters made an enormous
difference to Hero Wars, for example, particularly the 'gang of
eight' who got credits as rules consultants)
The problem with things like D&D is that there is both strong
pressure to limit playtesting - even if you do some, there is a nice
ordered product stream so products can't go over their playtesting
time - and pressure to keep introducing cool new things that change
the game somewhat so new supplements don't get ho hum. Financially, a
company is a lot better off (at least in the short term, and most RPG
companies live from product to product and are very focussed on the
short term) to release a product with a few elements (classes,
equipment, etc) that are somewhat overpowered and unbalancing, than
it is to produce a product where all the stuff is just a little
underpowered and not compelling. Of course, getting everything just
right is the ideal, but difficult.
And even things that actually are balanced can be unbalancing
when suddenly introduced. That new attack that needs defences no one
has yet might have been perfectly balanced if everyone was aware of
it at character creation.
Cheers
David
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