When Development Goes Awry

blackfog on February 2, 2010

In recent play-tests, we’ve realized that in certain cases, magic remains too powerful in ARPS. For some quick background, the rest of the system has been relatively stable for a few years now other than some adjustments to recovery and combat to better accommodate grappling (every game designer’s friend). Magic, however, has been a moving target especially where “game balance” is concerned. The core of the magic system is good; but, we find ourselves needing to continually adjust the levers, switches, and knobs hoping to get the balance right.

Some of our recent changes have definitely helped. Having characters with a more narrow magical focus has brought pieces of magic under control. Restricting how magic can be modified by the characters has also helped to curtail some of the abuse. A problem (and I’ve alluded to this before) is that, simply, we have old-style dweomers vying for control against new-style dweomers that are better written and better balanced.

Interestingly, we don’t always see the problem. In our year-plus play-test (known as the Dwarf Party) we didn’t have problems even though we had one of the characters achieve arch-mage level ability. In our most recent game (known as The Apocalypse Is Nigh), we have four out of five characters with magic, two of which with elf blood which gives those particular characters an especially high level of power (balanced by their relative frailty; as the player of one of these elves I can assure you, it balances). Of course, one of the characters is learning magic in-game and only knows two cantrips at this point, but magic tends to be at the forefront of the game. In our new Tuesday game (yet to begin) we only have one magic-using character at all, so we will probably see a different balance entirely.

The difficult part is figuring out where the problem lies. Is it in GMing style? Is it in the system? Is it in the player choices? Is it the style of the campaign? Is it some combination of all of that? At this point, we can’t tell. All we know is that we see a trending problem. These types of problems are always the hardest to nail down no matter what the development project. It’s unfortunate, but that’s reality.

This, of course, dovetails in with the current efforts to scale back and trim down the system to make it less “my master’s thesis” (as a former girlfriend dubbed it) and more of a viable game system that others can play. And this ties in with our ongoing development efforts which muddy the waters a bit. In a sense, perhaps, the players deciding they’d rather play ARPS “without reactor containment” rather than a more stable system while we work through the kinks may not be helping either. Still, we plow ahead and work on it and try not to grandfather in too many changes to keep the games themselves as stable as possible.

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