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Old January 30th, 2008, 04:59 PM

Raymo Raymo is offline
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Default Re: Introduce yourself!! :-)

Hello Folket,

what I meant by 'focus on the effects as opposed to te mechanics involved' was the use of abstract rules constructs or a creative sequence of play/events to lead players into playing under the same pressures and with same motives as the actual commanders involved in the battles.

So many complex games, it seems, are laden with a lot of detailed machanics that cause us players to get lost in counting factors and calculating modifiers. I like to be able to see a game design that creates the effect in a simple straightforward way for me without being confronted witha fifteen phased turn.

I used to really enjoy, for example, reading the old Third Reich design notes where they would explain why Air/Naval Factor limit on Malta caused the Germans not to be able to deploy more than one 4-6 Armor to Libya. It was simpl, abstract, but still on target.

It seems like in Germany alot of games get designed that way too.

Regards,

---Ray
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