[WarInEur] Re: WarInEur Digest, Vol 40, Issue 4
Kent & Sue Haunschild
kentsue at cox.net
Mon Nov 5 19:39:06 EST 2007
Proposal already ammended to read during the initial movement phase.
SPI rules quoted in another email.
While you might be correct in regard to units retain full abilities unless rules othewise direct. This beggers the questions: Are the rules complete and do they cover every situation? SPI designers answered these by saying no and that common sense must guide the players.
Applying the common sense rule, it seems to me that if the designers took the time to write rules specifically curtailing the abilities of the major combatants, then these rules should apply equally to the minor combatants who were much less prepared and would be more restrained in their response than the major participants.
What we have entered is the classic argument of "Original Intent" versus "Strict Construction." I am trying to develope universal rules applicable across the board that seem to be in accordance with the designers intentions and which guide the game into a historic pattern. I also think that the fewer special rules the better.
I think you are arguing that the rules have a existance outside the game, and that game play must conform to the rules even when this results in non-historical outcomes.
I think this prevents us from learning anything about the historical dynamics of the situation. When we discuss the rules openly and are willing to try to write ones that better model history then I think we all learn something in the process.
When we fail to discuss the suggestions to see if the enhance historical play or detract from it and instead immediately label something as Pro-Axis, or Pro-Soviet, or Pro-Allied then we let emotions rule our intellect and the whole process suffers.
Every board gamer has his list of house rules that he insists that the other player abide by. This is next to impossible to code.
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