Game Design and Risk vs. Reward, or Why Game Balance Matters

Games with a tight Risk-Reward peak can be awesome fun

Games with a tight Risk-Reward peak can be awesome fun. Or suck.

 

Last week I was briefly involved in a Twitter conversation with Sean Preston, Michael Wolf, Tracy Barnett, and Marshall Smith about whether Pathfinder RPG or another system (Savage Worlds) would be a “better” system to develop a steampunk campaign setting with. Michael and Sean both had their doubts about using Pathfinder.  I did not, however.  This discussion inspired Sean to post over at Reality Blurs: “The Platform Matters: System Influence on Setting Design.” It’s an excellent, albiet Savage-centric, post that argues that game design, system choice (platform), and setting are intertwined. I couldn’t agree more.

“@NevermetPress @realityblurs But do you really think that Pathfinder works for Steampunk settings? I have my doubts.” – Michael Wolf

But that’s not the point of this post. What I realized when reading Sean’s post was why I am leaning away from Savage Worlds (SW) to develop Loaerth & Feywyrd (my long in development fantasy “coalpunk” setting). Why? Because developing for Savage Worlds is hard. From a GM’s point of view, my experience running Savage Worlds campaigns for the last two years supports this notion as well.

Don’t get me wrong – I love the SW system. I have a blast running it every time I play it. I’m still working with SW to develop the Dead Queens of Morvena too [1]. But, it’s slow going and requires frequent tweaking and fiddling with to get it just right. After reading Sean’s post at Reality Blurs, I think I may have figured out why. I left a comment on his blog, and this was the point that prompted me to do so:

“In Savage Worlds, someone familiar with the system knows it is an intuitive, delicate process. It is not simple number crunching. You have to to be comfortable with the system to know when you’re getting the feel right. Even then, it requires playtesting, fine-tuning, and tweaking to get things just so.”Sean Preston.

This point nails it for me: Savage Worlds is hard to develop for. It’s hard to GM for too. It’s way too easy to create scenarios where the PCs are wiped out, sometimes without warning. You’re left scratching your head thinking “WTF happened?”. Similarly, it’s easy to go in the other direction too. Encounters that are too easy get boring quick. You can tell just by looking at how much people are checking their Twitter feed at the table. Right: BORED.

But when you hit it just right – when you hit the perfect balance between Risk and Reward with Savage Worlds – the game launches you into a totally new level of fun that other games (Pathfinder, D&D 4E, Shadowrun, all games I’ve had “fun” playing) pale in comparison to. It’s like “WTF?! I didn’t know what I was missing!” You’re hooked.

But, to hit that perfect balance requires either extremely well designed adventures (“scenarios”, whatever), or for a GM to fudge things. A LOT. What I’m basically saying is that for a GM to keep the Savage Worlds game at that pinnacle of fun you have to bend the rules. I’m not saying this without something to back it up either.

Long time readers of this blog might remember when I wrote “Ditch the Screen: Open Metagaming Is Good For Roleplaying“. Basically, I was advocating that GMs should stop using the screen (virtual or otherwise) and spill the beans on the crunchy bits (monster stats, NPC details, etc) in favor of a more collaborative storytelling style. It’s sort of like putting all your cards face up in a poker game in favor of telling a good story. Well, I tried that and it doesn’t work – at least not for dice games like SW, D&D and the like.

It wasn’t all for nothing though – getting rid of the screen made me acutely aware of how often I was fudging the results, bending the rules, changing monster stats on the fly. I was – without realizing it – seeking that perfect balance between Risk and Reward. We had fun too – but I soon stopped with the “open metagaming” approach and resumed keeping my cards only for my eyes.

That might have been the start of my doubts about Savage Worlds. Was a game really as super awesome as I thought it was if I’m always fudging the rules and adjusting things on the fly? You’ll often hear SW devotees say things like “balance doesn’t matter. learn to flee” – that may be true from a player’s perspective too, but from a Design perspective, it’s bullshit.

Balance DOES matter. So, consider Sean’s comment on Savage Worlds:

You have to to be comfortable with the system to know when you’re getting the feel right. Even then, it requires playtesting, fine-tuning, and tweaking to get things just so.” 

Is that the sign of well-designed game system? I don’t know, but it definitely makes design hard. And – personally – I would rather be designing a new game setting using a system that is easier to design with.

This is why I’ve chosen the Pathfinder RPG as the system of choice for Loaerth & Feywyrd. While I’m admitting that it may not be “as fun” as Savage Worlds, it’s a concession that – with Pathfinder – the balance between Risk-Reward is smoother. More predictable. There’s less risk that it will be broken from the outset. This allows for time spent on story/setting development to keep pace with system/setting development from a game system point of view. All, of course, after I’ve put the finishing touches on the Dead Queens of Morvena – which will be rolled out with Savage Worlds. It’s just meant to be that way.

“Game balance is the net under the highwire or trapeze at the circus. It’s very helpful when learning, but once you’ve got your act down the show is much more exciting without it. Of course, when you fall you’re going to wish it was there!” - Jeff Rients in 2008 at the RPGBlog II.

Yes Jeff. We agree.

I hope this doesn’t come off as a rant – it’s not. For me, it’s more of revelation about game design.

Your thoughts?


[1] Development on the Dead Queens of Morvena nearly came to a stand still last spring after receiving some important critiques from Joel Kinstle at Pinnacle Entertainment. Unfortunately, during that same period, Charles Dickey left Nevermet Press and the development of the Dead Queens of Morvena landed in my lap. In short, I’ve been working on expanding the setting and focusing on building it around a central theme: “gothic fantasy horror sandbox”. Stay tuned.

About Jonathan Jacobs

Jonathan is the owner and Editor-in-Chief of Nevermet Press. You can catch up with Jonathan on Twitter (@nevermetpress), Facebook, and LinkedIn.com; or email him directly at editor@nevermetpress.com.