We keep playing this and making slight adjustments between sessions. Progress seems nonexistent and sometimes I wonder if an earlier incarnation of what we were doing might have been better. But looking at the initial outline for this scenario, I really can’t believe what’s not on it…!
None of these tweaks are all that complicated… but taken together, they have a tremendous impact on the “shape” and tempo of the gameplay. None of them required any sort of magical creativity… but all came clear in the process of playing the game six or eight times. (It all works about like Lewis Pulsipher would tell you.) Having followed this process to this stage, I have to say that “design” is not quite the right term for it. Games aren’t really designed so much as developed through an iterative process in which countless alternatives are tested in a series of informed guess-fudge adjustments.
“With the new victory conditions we had a new problem: each side could send a flying unit across the front lines and the game would devolve into a race to see who could get to five cities first.”
This is kind of the issue we’ve been having in NATO: the Next War In Europe. It’s far too easy for the Warsaw Pact to force the Netherlands to surrender in the first turns by dropping airborne brigades of the 79th Guards Tanks right in and around the Hague, or the French waiting till mid-game to drop all of their paratroopers smack-dab into Berlin.
Err… 76th Guards Air Assault, I mean…