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	<title>Comments on: CHAOS!</title>
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	<link>http://flywheel.gizmet.com/2007/12/07/chaos/</link>
	<description>game design, out in the open</description>
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		<title>By: Jack</title>
		<link>http://flywheel.gizmet.com/2007/12/07/chaos/comment-page-1/#comment-2704</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Sat, 08 Dec 2007 12:08:27 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2007/12/07/chaos/#comment-2704</guid>
		<description>I&#039;m looking forward to seeing how the chaos has been reduced in Monkey Lab.

Cheers,

Jack</description>
		<content:encoded><![CDATA[<p>I&#8217;m looking forward to seeing how the chaos has been reduced in Monkey Lab.</p>
<p>Cheers,</p>
<p>Jack</p>
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		<title>By: SiddGames</title>
		<link>http://flywheel.gizmet.com/2007/12/07/chaos/comment-page-1/#comment-2703</link>
		<dc:creator>SiddGames</dc:creator>
		<pubDate>Sat, 08 Dec 2007 07:51:09 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2007/12/07/chaos/#comment-2703</guid>
		<description>&quot;Chaos can exist, but the key is all about keeping your game under tolerable levels of it.&quot;

That&#039;s definitely key. Different levels of chaos &quot;work&quot; in different games depending on the other mechanics at play. Personally, the chaos in Monkey Lab doesn&#039;t bother me too much because I enjoy the &quot;optimize my turn using what&#039;s available&quot; tactical gameplay, but I recognize that I appear to be in the minority (in my play group, anyway, where the other 3 guys have all expressed concern with it).

I think that&#039;s a keen observation, too, about making risk management available to the players. That seems toughest when the chaos is player-induced and doesn&#039;t come purely from a game mechanism, since it can be hard to predict opponent actions and they don&#039;t always &quot;behave rationally&quot; anyway, heh.</description>
		<content:encoded><![CDATA[<p>&#8220;Chaos can exist, but the key is all about keeping your game under tolerable levels of it.&#8221;</p>
<p>That&#8217;s definitely key. Different levels of chaos &#8220;work&#8221; in different games depending on the other mechanics at play. Personally, the chaos in Monkey Lab doesn&#8217;t bother me too much because I enjoy the &#8220;optimize my turn using what&#8217;s available&#8221; tactical gameplay, but I recognize that I appear to be in the minority (in my play group, anyway, where the other 3 guys have all expressed concern with it).</p>
<p>I think that&#8217;s a keen observation, too, about making risk management available to the players. That seems toughest when the chaos is player-induced and doesn&#8217;t come purely from a game mechanism, since it can be hard to predict opponent actions and they don&#8217;t always &#8220;behave rationally&#8221; anyway, heh.</p>
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