Goal
Give the player ways to prepare for a random event.
Scenario and materials
A caravan chooses a road between settlements. In version A, danger is determined only after the route is chosen. In version B, part of the forecast is visible beforehand and preparation costs a resource. Compare the decisions that become possible with a forecast.
Cards and a play log
Constraints
- Keep routes, rewards and the event set identical in both versions.
- Advance information is incomplete but useful.
- Preparation reduces a specific loss and has a clear cost.
Steps
- Describe both versions and the preparation options.
- Compare them using the same event order.
- Record decisions before events and results afterwards. Adjust the cost of preparation if players always take it or always ignore it.
Deliverable
Two rule sets, a decision log and an explanation of the limits of your conclusions.
Check your work
- The forecast allows a change of action before the event.
- Preparation does not automatically cancel every consequence.
- Do not present a few games as statistical evidence of balance.
Reflect
Is the player learning to prepare better or simply memorising the event sequence?
Sources and further reading
Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.