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David Kennedy's avatar

Thank-you for your comment about events in January 1991 in Lithuania. While I vaguely recall them, I it was gratifying to learn more about those events. Very moving.

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Pijus K.'s avatar

Thank you!

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David Kennedy's avatar

I am curious about large games like the balcony floor game. I have read about some wargames where components are “blown-up” to enhance table presence and obviate stacking. Possibly, it could make them more accessible.

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Pijus K.'s avatar

That's Diplomacy! If you have more players (e.g. working in small groups as a single player), having larger components can be very helpful.

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David Kennedy's avatar

Yikes! Diplomacy is a game world unto itself. The idea that the path to victory requires deceit is personally unsettling.

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David Kennedy's avatar

Who or what is “Agency Perspectives”? What are agency-driven games? I am unfamiliar with the phrase.

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Pijus K.'s avatar

I can't for now comment on the "Agency Perspectives", but on the concept of agency-driven games, I would define them as games giving players the agency and control over how their actions create outcomes / results, while also working as a metaphor for the actual decisions that are being simulated.

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David Kennedy's avatar

Sieges tend to be difficult to game because of the lack of movement. Moreover, it can be difficult to engineer an engaging narrative. Years ago, I recall working on a design about the final siege of Constantinople. Ultimately, the prototype didn’t work. Not that it couldn’t be made to work. But, the lack of maneuver created narrative challenges.

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Pijus K.'s avatar

Yes, sieges are definitely difficult to get right. I quite like how Fire & Stone: Siege of Vienna 1683 handles them.

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David Kennedy's avatar

The designer is a buddy of mine! We worked together on a game about the fall of Rome. Sadly, it never came to fruition. He’s a great guy. Fine game design mind.

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Pijus K.'s avatar

Oh, that's cool! It's a shame the Rome game didn't work out...

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