So, what I meant by "balancing mechanic" is that the GM must run the game to present difficult but surmountable challenges to the players and sometimes the players must taste the sting of defeat.
I also think teams should be balanced, not too heavy in a any one thing, but like any team set up for success, diverse and able to build off each other. Sure, a team of all Ben Grimms would be great in combat and wonderful to have with you on moving day, but when dexterity or stealth is required, not so much.
The thing about balance is the GM needs to tailor the scenario to the limitations of the player characters and not the strengths. IMHO, a good game forces the players to think outside the box and penalizes them for not doing so.
For example, I just started a new game with a group of players I have never played with before. It has been a long time since I ran or played a game, so I decided to buy a few adventures, use them as a reference for recreating some of my old stuff, create new stuff, do the heavy thinking while I got used to the game again and introduce people who had never played this game before to how it is supposed to go. I made some changes, however, that will fit into my long game.
The players did well but missed several clues that would have helped them tremendously in future adventures because the first villain they met will become the major recurring baddie they must contend with in coming adventures. They missed the clues that would have helped them figure out his next move because they were too busy asserting their dominance during combat and got caught short when the bad guy hit the priest hole and left behind a nasty surprise to slow their pursuit.
Now, they are going to have a helluva time when they meet again and have to spend some time discovering what they should already know. They do not know what his major offensive power is, what his motivation is, how he can be neutralized and what his overall goal is. In fact, at some point, one of the team will have problems with his powers as an effect of his origin and other factors. They will be forced to seek out their arch-enemy and work with him to repair the damage because he is the only person on earth with the knowledge and experience to deal with the problem.
This is a clear case of what they don't know can kill them and just might. Now, they have a long road to travel and a few more fights to lose to make up for what they could have known just by getting the villain to monologue and picking up the papers on the floor.
What makes being a GM fun for me; the players unraveling the mysteries, outsmarting me and defeating the scenario if not the villain(s). Of course, it is up to me to enable their success without handing it to them on a platter.
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