Blackswimmer wrote:I've been playing around with a few ideas for mafia setups, and in doing so I've run up against a problem trying to figure out how to balanced things. So I wondered if an experienced GM could give me a couple of pointers on how they go about ensuring that a game is balanced.
I can see how to balance a game with limited roles, but as more roles, or any non-vanilla mechanics are added, I can't really tell if it's balanced or not. So, any advice or information on how you balance your games would be gratefully received.
It depends how complicated things get. Balancing a significantly complex game system basically means looking really critically for broken or unfun mechanics, understanding the interactions between those mechanics sufficiently, and keeping in mind that that the more complex the game is and the less informed the town are about the mechanics, the scum are going to benefit more than is typical.
I've got a fully designed game right now that I think might be balanced, but I honestly am not sure. It's just too damn complex to know without playing it. That, and the roles aren't alignment fixed...so the setup might be more or less balanced depending on the initial game state. But it's a pretty large game, and the time just isn't right to run a game that size.
One day...you all feel the wrath of Cthulhu upon the very fabric of your sanity. But Woods of Arkham remains on the back burner for now.
I don't think this was too helpful. You screw up a whole bunch of times, try lots of different things, and you amass a bit of an intuition about it. Sometimes you can even explain parts of it. But it's really hard to talk about without some particulars.
If you have info you don't want to release, share with Rolan...he prefers to GM most of the time so you're not subtracting anyone from your player pool.
But I'm usually willing to look set ups over. Sometimes something shiny distracts me and I don't get around to it or take too long, but I will try.