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Current Employment: undergraduate at Harvard University
Previous Gaming Employment: R&D at Simulations Publications, Inc., 1975-
1978; freelance 1978 and on; contributing editor Moves, Fire & Movement,
JagdPanther/Battlefield magazines
Words of Wisdom: I find the best games are those that teach a history lesson
by providing accurate information about a campaign and rewarding players who
plan and react in what would've seemed intelligent fashion in the real world. If the
game does that, and provides a little tension (terror would be better, but they're
only games), that'll do for "realism". If the game is fun and challenging, without a
brainbreaking quantity of memorization and paperwork, that'll do for "playability". If
the designer makes the compromises between the two concepts through subtle
abstraction rather than by faking the map or "altering historical deployment for the
sake of play balance", that's called integrity.
Favorite Game of Own Design: War in the Ice
Favorite Game of Another's Design: To the Green Fields Beyond
Design/Development Credits: Co-Design: Airborne! (with Stephen V. Cole);
CoDesign and Development: Objective: Moscow (with Joe Angiolillo); Design: Acre;
Design and Development: Yugoslavia; War in the Ice; Titan Strike; Victory in Korea
(in progress); Century 21 (in progress); Bunker Hill (in progress)
The Game Designers
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© Copyright 2001 by Pacific Rim Publishing
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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