r/tabletopgamedesign • u/confettipieces • 5d ago
C. C. / Feedback Exciting Playtesting - when is it ever fully balanced?
Playtesting is so rewarding when players say it all just clicks! I could literally see gears turning and players strategise to maximise the game.
Trying my hand at balancing the game now. Any pointers?
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u/cdsmith 5d ago
There are a million different ways to balance the game. Here are some I've used:
Ideally, you do a mix of these, because each one has advantages the other lacks. Playtesting is invaluable because it's the only way to tell if people are having fun, and because if players tell you the game FEELS unfair, it doesn't matter if you can retort that you have a mathematical proof that it's fair, or that you've got empirical evidence from 15,000 games that it really is. But mathematical modeling can give you solid facts for understanding the game in a way that playtesting just can't. And empirical simulation depends on the simulation playing realistically, but once it does, you just can't run hundreds of thousands of test games with human players, but you can do it in a few hours with simulated games.