![]() ![]() ![]() ![]() Each player's actions push at the system in an incremental way, and it's relatively easy for the other players to push back - the game only becomes as distorted as the players want it to, and some players find the early game less interesting because of it. For-Ex is the first exception that comes to mind. It's very seldom in these sorts of highly fragile games that I start all players on an equal footing. What I want to talk about today however is one aspect of this - about the state of the balance at the start of the game. Deadlock-as-decision-space, yadda-yadda-yadda - I've done this song and dance before, and sure, when you've got to write roughly a hundred blog-things a year, you do find yourself returning to the same wells more than once. To some degree, almost all of my games are about controlling the balance - about pushing the system until it works in your favor, and preventing your opponent from doing the same. ![]()
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