And? Balance. Is. A myth. You tune things enough so everyone has fun and there's a credible threat, then you leave the thing alone. Inter-game balance is not a priority, because it leads to garbage like the Arcadia/Not-Arcadia paragraph in every damn Changeling book that mentions mages.
So quick you were to leap on this and claim that I am somehow wrong for believing in the concept of "balance" when, in fact, what I did was call someone "mechanically inept". Mechanical ineptitude can manifest in many ways, some of them completely tangential to the concept of balance. For example, the following example of mechanical ineptitude Revlid presented has little if anything to do with balance:
Now, let's imagine two scenarios. In the first, I am out on the streets of Venice, on holiday, and am attacked by a man with a knife. He jabbers at me in his pagan tongue, and I take a desperate swing at him, bloodying his nose. His knife scrapes across my arm, and I jerk back in terror. With every subsequent punch or kick I make to ward him off, I can feel my mental energies and resolve draining, until finally I throw my hands in the air and piss myself, begging for mercy in the universal tongue of "loud English". He clearly doesn't believe my attempt to surrender is sincere, and makes a few further swipes at me with his knife, but each strike visibly drains him of energy, and eventually he just snatches my wallet from the pocket of my shorts and sprints off down some winding sidestreet. I am filled with a minor burst of determination, and feel I've learned something.
In the second scenario, I am out on the streets of Venice, on holiday, and am attacked by a man with a knife. He jabbers at me in his pagan tongue, and I take a desperate swing at him, bloodying his nose. His knife scrapes across my arm, and I jerk back in terror. The fight continues without pause, the two of us trading cautious blows. Eventually, I decide I can't safely beat him, and no help is on its way, so I backpedal, raise my hands palm-up, and produce my wallet from my pockets, offering it to him. Despite my surrender, he feels no compulsion to spare my life, having wanted nothing more than to turn my ballsack into a medicine pouch from the start. Even if I prevail over his redoubled assault, I will regain none of my determination, and will not immediately feel as though I've learned anything.
The only difference between the two scenarios was what the other party wanted, something my character couldn't have possibly known. The drain on the attacker's Willpower – whether an attacker who's been wounded, or an attacker going after someone who has "surrendered" – functions regardless of their in-character knowledge. It's a cludgy disassociated mechanic.
I am not only speaking of balance when I say the writers seem mechanically inept; I am also talking about mechanics that are clunky, counter-intuitive, pointless, confusing (like the fact that Conditions are used to represent three or four entirely different mechanics by changing the way a Condition works) and similar descriptors of
lacking good design. Stripping all character generation away, the game still suffers from mechanical flaws that seem to stem from a single source; the writers.
But then, to address your unproven assertion that balance is a myth and that inter-party balance is not a priority (which is it, by the way? Does balance exist without being a priority, or does balance not exist?); you are wrong. You say that the ST should tune things so everyone has fun and there's a credible threat... but that's just balance; a balance between the capacity of the players to succeed, and the capacity of the adversaries to harm the players. With your requirement that the ST should arrange things to be fun and threatening, you're just shifted the burden of balancing things onto the ST. You've not removed the concept of balance, since it needs to exist to evaluate the capacity of Player Characters and NPCs to inflict harm. Nor have you made it insignificant, since you
require that enemies present a credible (presumably not overwhelming) threat. You've simply made it the duty of the ST, rather than the game-designer, to provide that balance.
Notably, the need for inter-party balance actually arises from this; to have credible threats, they must present the players with a challenge (at the most banal, the challenge of "can I be lucky enough with the dice to not run out of HP before the monster does"). When player characters have different competency levels, this means that you need to create a threat that is credibly threatening to all those different levels of competency. This is not easy; the kind of threat that challenges a Mage will probably be insurmountable to a mortal (which is for obvious reasons not fun for the mortal's player), but the kind of threat that challenges a mortal will probably be trivial for a Mage (which, again, is not fun for the mortal's player, since their ability to contribute becomes minimal).
To stop this from becoming a problem, games tend to impose restrictions on competency-levels to ensure that the ST doesn't have to drink themselves senseless trying to find inspiration for a threat that can challenge both a slug, a taxi driver, Superman, and God himself without squishing the slug (and games where a slug, a taxi driver, Superman and God himself are considered a valid party tend to be successfully designed around conflicts where the slug and God himself are equally competent, not universe-creation).
If the ST fails to create credible threats for all the disparate player characters, it's often a recipe for discontent among players, who feel that they're being unfairly treated. When some players get a sense of accomplishment because they can accomplish while others can't, that's no fun for the players who don't get a sense of accomplishment. And it's the kind of thing that - because humans are imperfect monkey-people - leads to envy, malcontent, anger, or at the risk of repeating myself simply not having fun. So it's best to avoid this state of affairs.
And the best way to avoid this state of affairs is to not make an game that it's easy to imbalance in the first place. The ST could be required to perform this task, but why would you? It's ultimately a
game design task best done by
game designers who can be expected to have detailed knowledge of the workings of their system, statistics, basic principles of game design, and access to playtesters. When you put majority of the workload in creating credible threats on the ST, you're requiring the ST to perform
game design. To put it simply, that is not their task. If only because some are 13-year-olds DMing
Dungeons and Dragons for the first time and can't be expected to be trained in game design, let alone basic statistics.
That same 13-year-old and their friends, I should add, are also hormonal teens, and not well versed at handling the social issues that arise when fun-impacting balance-issues do arise.
To put it bluntly, balance is necessary to ensure everyone's fun, and it should not be necessary for STs to design around balance issues to create that balance. Good games are ones where the ST can focus on bringing the world to life rather than fighting the natural inclinations of the system to leave Mr Slug insignificant in conflicts that challenge Superman.
Oh yeah, and the fact that literally everyone on RPGnet seems to have liked both those "bad example" books, so by popular opinion, I'd dare say you need better examples. Blood Sorcery, I'll admit, is a slightly better example than Summoners. Slightly.
Then figuratively literally everyone on RPGnet like a thing that had major problems. This is not a new concept. Lots of people may have liked
Blood Sorcery, but that doesn't change the fact that it decides that spells that would turn Mages green with envy suddenly become available to only 2 of the 5 Vampire convenants.
Also the "thematic" you were talking about is, well, poisonous, if you speak of Atlantis. It encourages people to ignore the Fallen World, which was never the Lie. That was the Exarchs' collective effect on it. Imperial Mysteries was all about this. The Supernal needs the Fallen to define itself, the Fallen needs the Supernal to give it meaning. More importantly, the whole Atlantis cycle gives people no reason to do things. Not nearly enough things to justify its existence as more than the eternal Mystery it should be.
Who are you talking to? It appears to not actually be me, since you're going off on a tangent I didn't even know existed.
Less sarcastically, I am going to stomp on one particular PRATT before it arises; FATE did it first. My response: Well, I guess we should jettison everything from Chainmail onward, after all those games did the idea of RPGs first. Conditions work, end of story. More than I can say for arguments about dice penalties and constantly forgetting who had what.
In what way do Conditions "work, end of story."? They work in the sense that they're mechanically workable, but that doesn't actually make them a good idea, or better than what they replaced. As a system they're messy, counter-intuitive ("awed" is not a condition but "Charmed" is), describe several different mechanical niches (status effects, having a mentally bonded animal, not knowing where you are, mental trauma, several magical powers in Demon, combat effects), incomplete (several Conditions in Vampire require checking the rules for the Discipline that impose the Condition to learn the full details of how the Condition works, but you also need to check the Condition to see how the Discipline works), exception-riddled (several VTM 2E Discipline-imposed Conditions need to specify how they're exceptions from the norm, as do some Conditions in GMC), occasionally require the use of a flow-chart, turn things into an organizational nightmare (several Vampire Disciplines require reading both the Discipline text and the Condition text some 200 pages later in the book)...
It's not that they're FATE-like Aspects, it's that they're
not even Aspects. Aspects, at least, are a unified well-defined mechanic the entire game is built around. Conditions are superficially similar, but offer none of the benefits and are a mechanical mess that has been used to represent everything from a persistent, activatable power to not knowing where you are to being on fire... while simultaneously not representing being affected by vampire magic.
What aspect of this do you find works
better than the old model where, for example, Vampire Disciplines plainly stated what they did in on block of text, and there was a chapter with a subheading that said what happened if you are a on fire? If the problem was keeping track of all those modifiers, how are you keeping track of all the Conditions and Tilts?