draft/elements11feb03.txt
author fabien
Sat, 21 Apr 2007 22:24:56 -0400
branchecjdr
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[svn] r2435@freebird: fabien | 2007-04-21 13:00:42 -0400 Ajout du lien vers Exploratory Surgery.
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.skotos.net/games/marrach&imageURL=http://www.skotos.net/media/custom/parchment-cm-728x90.jpg>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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      Elements
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    Elements of Strategy
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*by Brian Gleichman*
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Feb 11,2003
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  Elements of Strategy
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I discussed in a previous article
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<http://www.rpg.net/news+reviews/columns/elements01nov02.html> various
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core concepts of game design that resulted in tactical play. Now I'd
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like to cover the big sister of tactics, strategy.
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Since there are a number of possible definitions for both tactics and
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strategy it would be best to nail down the specifics of the discussion
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before things become more confused than they should be. I'm not using
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the common one found in military circles (tactical, operational,
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strategic) since in game terms those concepts are basically contained in
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the idea of scale. Instead I'll be using a definition that is much the
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same as the one used in chess and other similar games.
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Thus Tactical play is the immediate decisions made for material or
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immediate positional advantage, or in terms of another previous article
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<http://www.rpg.net/news+reviews/columns/elements11dec02.html>-
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decisions and play that exists purely at the Game level. At its most
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basic, tactics is playing the board for immediate effect.
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Strategic play however takes place at the Near Game or even the
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Meta-Game level (if not using the finer definitions from the Layers of
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Design article, I'd simply say it takes place in the Meta-Game). Here
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the focus isn't directly on immediate concrete concerns, but rather on
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long-range goals and estimates of how one's opponent is going to move
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and react. Strategy is not playing the board, but rather playing the
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man. As an example, in chess one may decide as a matter of strategy to
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launch your main attack on your opponent's kingside- either because
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you're more skilled in that line of attack than you are with other
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options, or because you know your opponent is weaker in that line of
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defense.
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Let's consider the primary elements of Strategy under this definition.
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Although they are greatly interrelated, almost like dance partners, they
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can be broken down as follows:
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      Prediction:
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    /"If you know the enemy and know yourself, you need not fear the
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    result of a hundred battles."/ Sun Tzu, *The Art of War*.
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This element covers predicting the decisions of your opponent and your
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own performance. Some examples: Knowing that Joe tends to put his most
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powerful units in the center or realizing that Sara loses effectiveness
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in chess if her queen is exchanged. Knowing that your heavy fighters can
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hold the line long enough to complete the flanking maneuver you have
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planned. Etc.
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      Deception:
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    /"Hence, when able to attack, you must seem unable, when using your
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    tools, you must seem inactive. When we are near, we must make the
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    enemy believe we are far away, when far away, we must make him
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    believe we are near."/ Sun Tzu, *The Art of War*.
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This element represents the flipside of Prediction, the ability to
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conceal your intentions and decisions from your opponent or even
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convince him that you are following a different course from your actual
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one. If he has positioned himself to protect from a strong center attack
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at the moment your Cavalry hits him on the right flank- your chances for
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victory is enhanced.
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      Causality:
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    /"In war everything is simple, but it's the simple things that are
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    difficult."/ General Carl Von Clausewitz.
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This is the causal chain required to implement strategic decisions. If
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one decides to use your Calvary to flank your opponent on the left while
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tying down his main body with your infantry- the causal chain is all the
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steps (and time) needed to properly position your troops in order to
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reach that objective.
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A very important characteristic of the causal chain is its length- how
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many actions are needed over how much time. If the chain is too short,
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strategic decision itself will become trivial as the other elements
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become irrelevant. On the other hand, as the chain lengthens the
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difficulty and importance of the strategic decision increases.
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Prediction must look further ahead into increasingly fuzzy ground while
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deception must be prolonged. Failure on either point can result in
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catastrophe.
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As a result, the length of the causal chain is perhaps the most
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important of the Elements of Strategy as it determines the impact of the
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others. Many game designs seek to employ both Prediction and Deception,
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but by resolving the end result immediately in a single roll or two they
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reduce the Strategic nature of their design to something no more
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interesting than rock-scissors-paper; an immediate guess followed by
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immediate and final outcome. It is still a strategic game design, if a
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very simple one suited only for those seeking the simplest of challenges.
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Given these definitions and moving from theory to more practical (if
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still abstract) concerns- what design concepts are important to consider
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in creating or evaluating a game's strategic environment?
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      Tactical Elements:
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A strong tactical game will by nature normally produce a strong
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strategic one.
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Chess is again an excellent example of this case, as it needs nothing
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but its tactical design to present strategic challenges worthy of
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centuries of play. Between players of near equal tactical skill the
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causal chain is long and complex enough that essentially limitless
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Strategies become available and defeating your foe's perception of the
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game is nearly as (if not more) important than mastering its reality (as
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Deep Blue's defeat of World Champion Gary Kasparov showed).
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So for strategic groundwork first look to the tactical elements:
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Resource Management, Dissimilar Assets, Maneuver and Pace of Decision.
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It will be these elements that define the causal chain and it will be
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these elements that frame the strategic environment.
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A game design however can increase its strategic depth beyond that
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provide by its tactical environment in a number of ways. This can be
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used to make a moderately tactical game into something considerably more
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challenging- or turn an already demanding environment into any
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commander's nightmare.
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      Hidden Decisions:
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By hiding decisions made by a player from his opponent(s), the need to
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judge the intent of your foe and predict his actions is greatly
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increased. Resources that are to be used against you are not in sight.
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Where could they be? Where would your opponent likely place them?
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Hidden Movement is perhaps the most common example of this method in
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wargames and even in rpgs although the latter seldom emphasizes the
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subject in the rules directly. D20 for example includes rules for sight
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range under specific lightning conditions without much comment. My own
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/Age of Heroes/ takes line of sight limits for granted- a matter for GM
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judgment based upon the map. Adding this to any system is easily done to
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great effect.
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Beyond the simple fact of hidden movement are active measures taken to
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hide (invisibility spells, smoke, etc.) or deceive (decoy troops
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carrying the banners of important units, riders trailing branches to
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raise dust, etc). All can be given to a player as a toolset to expand
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his strategic options.
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      Reconnaissance:
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If some attempt to hide things, others will always develop methods of
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investigation to reveal them.
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Adding resources and methods to allow for such in a game adds yet
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another layer to the strategic environment, especially if by their use
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other resources are limited or spent. A classic example here are the
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divination spells from D&D. Information about one's opponent can be had-
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at the price of losing a spell slot that could have been used for combat
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magic. Outside of magic, even the use of scouts in almost any system
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means that resources (which could have been of use in a main force) are
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diverted to a recon and/or harassment role.
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Like the three elements of strategy above, Hidden Decisions and
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Reconnaissance are each part of a dance- play benefiting from both
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having their impact. When balanced to a fine degree, one may well
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discover part of a foe's casual chain and thus act to interrupt it- but
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interpreting scattered clues to determine the correct causal chain can
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be left in large part to the Prediction skills of the player instead of
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being given as simply stated fact.
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I'd like to emphasize two factors touched on above due to their
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potentially vast impact on strategy.
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    /"So in war, the way is to avoid what is strong and to strike at
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    what is weak. Water shapes its course according to the nature of the
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    ground over which it flows; the soldier works out his victory in
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    relation to the foe whom he is facing."/ Sun Tzu, *The Art of War*.
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I've already covered Dissimilar Assets in the Elements of Tactics
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article and noted it's impact on Strategy above. One should take effort
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however to extend this concept. Not only can the assets within ones own
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force be dissimilar- the type and nature of assets each force can draw
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from may differ. Wargames such as /Warhammer/ use this to great effect
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to increase the range of its tactical and strategic environment while
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D&D gains the same effect from its vast range of creatures and races.
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Terrain like ground-to-water shapes the very fundamental nature of a
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conflict. Woods and hills to conceal one's movement. High ground to
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provide a combat bonus or a good spotting location. Swamp to reduce and
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channel movement. All impact the tactical and strategic environment as
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the hammer impacts a nail. Leaving it out is like leaving chocolate out
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your devil's food cake- sure you'll have a cake; just don't complain
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when someone describes it as bland.
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One of the easiest tests for good Strategic game design is to see if the
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classic wisdoms of war apply to the end results. The quotes from Sun Tzu
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and Clausewitz above for example. If characters in your game can make
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use of such concepts, you've at least got a good start. If they can't
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gain victory without using such concepts constantly, you've managed it.
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Lastly a challenge to the readers. I've left out at least one important
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concept in increasing a game's strategic complexity (due to the fact
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that I wanted this article to be a reasonable length). Can you name it?
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I'll give you a hint; the quote I would use for it is from Napoleon.
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      What do you think? <http://trio.rpg.net/pf/list.php?f=101>
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Go to forum! <http://www.rpg.net/pf/list.php?f=101>
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.skotos.net/games/marrach&imageURL=http://www.skotos.net/media/custom/parchment-cm-728x90.jpg>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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 Available Forums
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* About the Industry <index.php?f=4>*
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	  Forum Folder
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     Topics relating to the industry, ranging from game creation through
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    business.
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* Columns <index.php?f=2>*
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	  Forum Folder
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     Individual discussions for the RPG columns
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* Outside RPGnet <index.php?f=82>*
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	  Forum Folder
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     Forums for discussion of specific things outside RPGnet
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* RPGnet <list.php?f=5>*
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	  Posts: *118469*    Last Post: *02-01-2006 06:30*
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     General discussion about the game industry and where it's going,
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    and other topics RPGnet readers would enjoy discussing. 
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* Tangency <list.php?f=61>*
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	  Posts: *40163*    Last Post: *01-04-2002 19:24*
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     Soapboxes, Personal stories, Rants and Dialogs. Keep it friendly,
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    folks! 
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* The RPGnet Awards <list.php?f=84>*
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	  Posts: *235*    Last Post: *05-20-2004 18:07*
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     Nomination forum for the RPGnet Awards
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* Trouble Tickets <list.php?f=57>*
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	  Posts: *741*    Last Post: *01-03-2002 19:00*
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     Please let us know any problems with the site. Missing pages, bad
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    code, tacky color schemes-- whatever you think is broken. We'll read
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    this and fix things. Thanks!
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------------------------------------------------------------------------
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      Previous columns
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    * Elements of Strategy </news+reviews/columns/elements11feb03.html>
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      by Brian Gleichman, 11feb03
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    * Rationales for Mechanics (or the Case for Designer's Notes)
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      </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
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      14jan03
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    * Layers of Design </news+reviews/columns/elements11dec02.html> by
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      Brian Gleichman, 11dec02
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    * Elements of Tactics </news+reviews/columns/elements01nov02.html>
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      by Brian Gleichman, 01nov02
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    * Elements of Complexity
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      </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
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      20sep02
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      Other columns </news+reviews/columns.html> at RPGnet
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[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
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Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
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Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
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RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
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