anyway.
A Penny for Your Thoughts


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.
This reminds me...
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anyway.