The Myth of Balance
When we talk about roleplaying game systems, a lot of people focus on something called “balance.” We want to address that upfront: balance, as determined by mechanics, is a myth. Instead of getting hung up on rules, we prefer to focus on the system. It’s a way of doing things that provides a consistent methodology. While rules impose restrictions, a system guides, opening up opportunities rather than locking down a single paradigm.
Balance, in our view, isn’t about making sure every character is equally good at combat. It’s about giving each character meaningful things to do that align with their strengths. This approach requires creativity from the gamemaster and critical thinking from the player. Thieves steal, healers heal, bards perform. It’s all about letting characters shine in their respective roles. The old wargame-derived paradigm demands everyone to be a fighter, turning wizards, druids, and clerics into just another form of combatant.
The idea that balance means equal combat effectiveness is disproved the moment you introduce magic items or gadgets. Any character can pick up a random item of power, gaining a mechanical advantage that wasn’t part of their initial build. This isn’t something you can easily balance with rules. It’s up to the judgment, or whims, of the gamemaster to handle.
Some folks try to justify the inherent lack of balance by invoking the “rule of cool.” If it makes the game more interesting, let it happen. We don’t disagree with this, but you can’t champion this idea while simultaneously complaining about a lack of balance.
Look at fiction, television, and films. Characters aren’t always on the same literal or metaphorical level. Writers manage this by giving each character something appropriate and essential to do. Let the fighters fight, the investigators investigate, and the diplomats haggle. Ensure these tasks carry relatively equal importance to the plot and give equitable weight to the pursuit of the goal. That’s what real balance looks like.
The Lightspress Handbook isn’t just another rulebook. This is a reimagining of what roleplaying can be, challenging the norms and redefining how we think about storytelling in games. Forget the flashy mechanics designed to impress; this book strips things down to what truly matters: playing your characters and crafting their stories. Whether you’re exploring the intricate landscapes of traditional fantasy, venturing into the unknown in space opera, uncovering secrets in a gritty crime drama, or getting lost in the cozy charm of cottagecore fantasy, The Lightspress Handbook offers a universal, adaptable approach that fits almost any genre. It’s especially designed for those who are eager to dive into genres left in the shadows, like dark academia and magical realism.