| author | fabien |
| Wed, 30 Aug 2006 21:32:44 -0400 | |
| branch | ecjdr |
| changeset 92 | bdef1afd1170 |
| permissions | -rw-r--r-- |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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RPGnet <http://www.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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[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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://wiki.rpg.net> RPG Shop <http://shop.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://www.rpg.net/members/> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Elements |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Elements of Strategy |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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*by Brian Gleichman* |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Feb 11,2003 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Elements of Strategy |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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I discussed in a previous article |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://www.rpg.net/news+reviews/columns/elements01nov02.html> various |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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core concepts of game design that resulted in tactical play. Now I'd |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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like to cover the big sister of tactics, strategy. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Since there are a number of possible definitions for both tactics and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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strategy it would be best to nail down the specifics of the discussion |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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before things become more confused than they should be. I'm not using |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the common one found in military circles (tactical, operational, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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strategic) since in game terms those concepts are basically contained in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the idea of scale. Instead I'll be using a definition that is much the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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immediate positional advantage, or in terms of another previous article |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://www.rpg.net/news+reviews/columns/elements11dec02.html>- |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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decisions and play that exists purely at the Game level. At its most |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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basic, tactics is playing the board for immediate effect. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Strategic play however takes place at the Near Game or even the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Meta-Game level (if not using the finer definitions from the Layers of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Design article, I'd simply say it takes place in the Meta-Game). Here |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the focus isn't directly on immediate concrete concerns, but rather on |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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This element represents the flipside of Prediction, the ability to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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catastrophe. |
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108 |
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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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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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117 |
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Given these definitions and moving from theory to more practical (if |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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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121 |
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122 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Tactical Elements: |
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124 |
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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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127 |
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Chess is again an excellent example of this case, as it needs nothing |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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but its tactical design to present strategic challenges worthy of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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centuries of play. Between players of near equal tactical skill the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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causal chain is long and complex enough that essentially limitless |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Strategies become available and defeating your foe's perception of the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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game is nearly as (if not more) important than mastering its reality (as |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Deep Blue's defeat of World Champion Gary Kasparov showed). |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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135 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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136 |
So for strategic groundwork first look to the tactical elements: |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Resource Management, Dissimilar Assets, Maneuver and Pace of Decision. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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It will be these elements that define the causal chain and it will be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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these elements that frame the strategic environment. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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140 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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A game design however can increase its strategic depth beyond that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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provide by its tactical environment in a number of ways. This can be |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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used to make a moderately tactical game into something considerably more |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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challenging- or turn an already demanding environment into any |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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commander's nightmare. |
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146 |
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147 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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148 |
Hidden Decisions: |
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149 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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By hiding decisions made by a player from his opponent(s), the need to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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judge the intent of your foe and predict his actions is greatly |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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increased. Resources that are to be used against you are not in sight. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Where could they be? Where would your opponent likely place them? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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154 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Hidden Movement is perhaps the most common example of this method in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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wargames and even in rpgs although the latter seldom emphasizes the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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subject in the rules directly. D20 for example includes rules for sight |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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range under specific lightning conditions without much comment. My own |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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/Age of Heroes/ takes line of sight limits for granted- a matter for GM |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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judgment based upon the map. Adding this to any system is easily done to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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great effect. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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162 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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163 |
Beyond the simple fact of hidden movement are active measures taken to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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hide (invisibility spells, smoke, etc.) or deceive (decoy troops |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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carrying the banners of important units, riders trailing branches to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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raise dust, etc). All can be given to a player as a toolset to expand |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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167 |
his strategic options. |
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168 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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169 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Reconnaissance: |
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171 |
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If some attempt to hide things, others will always develop methods of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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investigation to reveal them. |
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174 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Adding resources and methods to allow for such in a game adds yet |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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another layer to the strategic environment, especially if by their use |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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other resources are limited or spent. A classic example here are the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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divination spells from D&D. Information about one's opponent can be had- |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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at the price of losing a spell slot that could have been used for combat |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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magic. Outside of magic, even the use of scouts in almost any system |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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means that resources (which could have been of use in a main force) are |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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diverted to a recon and/or harassment role. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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183 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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184 |
Like the three elements of strategy above, Hidden Decisions and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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185 |
Reconnaissance are each part of a dance- play benefiting from both |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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having their impact. When balanced to a fine degree, one may well |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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187 |
discover part of a foe's casual chain and thus act to interrupt it- but |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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188 |
interpreting scattered clues to determine the correct causal chain can |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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be left in large part to the Prediction skills of the player instead of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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being given as simply stated fact. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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191 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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I'd like to emphasize two factors touched on above due to their |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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potentially vast impact on strategy. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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194 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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/"So in war, the way is to avoid what is strong and to strike at |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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what is weak. Water shapes its course according to the nature of the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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ground over which it flows; the soldier works out his victory in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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relation to the foe whom he is facing."/ Sun Tzu, *The Art of War*. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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199 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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200 |
I've already covered Dissimilar Assets in the Elements of Tactics |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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201 |
article and noted it's impact on Strategy above. One should take effort |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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202 |
however to extend this concept. Not only can the assets within ones own |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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force be dissimilar- the type and nature of assets each force can draw |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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from may differ. Wargames such as /Warhammer/ use this to great effect |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to increase the range of its tactical and strategic environment while |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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D&D gains the same effect from its vast range of creatures and races. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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207 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Terrain like ground-to-water shapes the very fundamental nature of a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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conflict. Woods and hills to conceal one's movement. High ground to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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provide a combat bonus or a good spotting location. Swamp to reduce and |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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channel movement. All impact the tactical and strategic environment as |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the hammer impacts a nail. Leaving it out is like leaving chocolate out |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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your devil's food cake- sure you'll have a cake; just don't complain |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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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 & |
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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 |
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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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<http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> | |
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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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