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Mylon Pruett's avatar

Great article as always!

While I do understand their purpose, I absolutely hate catch up mechanics in board games. It always feels like the game is penalizing players who plan and execute strategically. I've actually played a few games where the optimal strategy is to intentionally get behind because the catch-up mechanics are so powerful.

When playing TTRPG games I think one of the hardest things to do correctly is to find the appropriate balance between player freedom and pro, providing guidelines to prevent analysis paralysis. I also think this varies from group to group making it even more complicated.

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Randall Hayes's avatar

A commenter just yesterday reminded me that RPG dungeons are a "physical" decision tree: N,S,E, or W; keep going until you hit a wall or a trap.

For a boardgame example, THE DUKE does interesting scaffolding. Each piece is unique, but the possible moves are printed right on the piece.

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