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Alex White's avatar

It occurs to me that games ought to be able to allow for pyrrhic victories - where you apparently win, but in doing so lose. I imagine this can be very common in a tactics vs strategy sense. I was recently playing the old SPI game “Midway”, and although the American player sank more of my ships, I won the game because I distracted him with sinking my ships while my troop carriers got to their destination successfully (and scored many victory points for me)

The novel “Tactics of Mistake” about sci-fi mercenaries covers a similar theme, where the protagonist sets up a number of wins for the opponent such that he is vulnerable for the finale.

In a TTRPG situation, sometimes combat is just about killing the bad guys. But what if the actual objective is ensuring that something gets away, or time runs out on the clock? Fighting a losing battle to allow other important things to happen could be important for both the protagonist and the antagonist!

https://en.wikipedia.org/wiki/Pyrrhic_victory

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Anton's avatar

This was a fantastic breakdown, especially the reframing of combat not as zero-sum but as a decision space with multidirectional value. That mechanic alone (win/lose rewards) feels like a low-key revolution in curbing analysis paralysis and loss aversion. Totally aligns with Engelstein’s insights — but brought to life in a way players feel, not just theorize.

Also love the mention of the Loki strategy in Blood Rage — made me wonder: what would a TTRPG look like if emotional or narrative losses boosted player agency instead of reducing it? What if you failed a roll but gained new leverage in the form of social fallout, reputation, or even magical consequence?

The takeaway for me: game design at its best makes players curious, not cautious. You nailed that here.

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