On 2009-04-18, Jim Henley wrote:
This makes sense to me. It's really just a variation on being a game designer in the first place. When you design a rule, you care about outcome (in this place, winning and losing). However, you're not vested in *who* wins or loses, but in crafting a superior experience for the players which provides the context for the *players* striving to win.
Seth, I urge you to consider me rocked by this.