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Chris Crawford on Game Design by Chris Crawford

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Disruption

On the plus side, I included a nice disruption system. When units fought, they suffered both permanent losses (dead and wounded) and disruption of the unit's cohesion, which had the short-term effect of lowering the unit's combat effectiveness. All units slowly recovered from disruption effects. If you pulled a unit out of combat and let it rest for a few minutes, it would come back up to full strength.

The real value of this design feature lay in its effect on strategy in the game. Units could not be left in combat for long periods of time; they had to be pulled out to rest and recover. This in turn required that other units be ready to take the place of the retreating unit, all of which required careful planning. Better still, the ...

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