@arkandel said in Weird or unrealistic gaming... stuff:
@tat Also keep in mind balancing for a MUSH is much easier than doing so for a table-top RPG because you can always patch things retroactively, especially if it's automated.
If your 'real' metrics, unlike theorycrafting, show that +3 initiative is better than +3 defense you can adjust it on the fly. Maybe you'll refund some XP spends for those who invested based on the old system.
Once you print then ship rulebooks out it's a pain in the ass to create and distribute errata.
I play Magic: the Gathering which makes all of this even worse. You opened packs or traded for a mythic card that got banned? Well, sucks to be you!
I'm not entirely sure that's true. We're 3 years into this system now - at what point do we make giant changes and say that people who've invested in this system and RPed a lot of 'canon' stuff around it just suck up the changes?
We have made SOME changes - including actually some fairly big ones about how things roll, etc. But there are also changes that would be so fundamentally theme-changing or discount a lot of established RP that they'll absolutely wait on a sequel, if one happens. I'm not changing those things mid-stream, because the story and the characters are ultimately more important than the balanced numbers.
I mean, no, there's no cost associated - but something like Magic is also (presumably) doing a lot of their playtesting BEFORE they print materials. We had a pretty meaty Alpha period where we did the same, but we're a handful of people over here - there's only so much playtesting we can do before we go live.
I think the challenges (and solutions) are probably just different. And I imagine that if I end up doing a Magic System 2.0, it'll still have things I'd adjust if I were Doing It All Over Again.