Pace. There aren't enough turns.
This is both a result of and a cause of the grotesque pace Johnny Holeva
describes on the front page this week, in a vicious feedback loop.
It's possible to win in very few turns, therefore everything has to either win that quickly (crazy-manipulative speed solvers with 4+ reports) OR has to be able to shut down a speed solver that quickly (total destruction decks). It's impossible to give new offensive tools to interaction (which would make them dominant) or defensive tools to speed solvers (which would make them dominant). Entire card types (
, anything that requires your normal card play and doesn't draw cards, any ongoing effect that doesn't kick in until you solve a mission) have been effectively wiped out because there's no room to draw into them. New cards created have to compete at or close to that pace or they're binder fodder.
Common, easy Design responses to slow down the game ("more / stronger dilemmas," "point loss") do not help the problem at all, and actually deepen it. This is because, while the game doesn't have enough turns, the turns it does have are
very, very long (causing games to run to time a lot). The common responses only make those turns
even longer. Worse, since they don't go after the core of the problem -- players have too many resources available to them to begin with -- but only deal with the symptoms by attacking their resources after they've hit the table, the common responses actually
entrench this breakneck pace as the only possible way to compete.
So we end up with a bit of a paradox: the game is too short, but the last thing the game needs is more strong dilemmas and other traditional game-lengtheners.
We're not at Decipher Circa 2002 yet (with its plague of one-turn wins), but we are close, and it is causing similar kinds of degeneracy.
is part of the problem, but the problem predates
. Before MACOs were dominant, KCA Free Report Salad and others were the pace-setters, in largely similar ways, with largely similar effects. It just wasn't quite as severe.
Once pace is under control, things will naturally moderate somewhat. If speed solvers can't win in under 8 turns, then they will have no choice but to pack some defensive tech, because they're going to be playing for a while. This will allow interference, in turn, to loosen its grip on the accelerator and make more opportunistic mid- and late-game attacks -- in contrast to today, when interference needs to make a
devastating early-game attack in order to be effective. And
that, in turn, will open up design space for more defensive tech without automatically making speed solvers dominant.
But it all comes back to pace. We need more turns on which fewer things happen. We need shorter turns. We need more normal card plays. We need more time for things to happen
after the first mission is solved. We need fewer resources available to begin with, both draws and plays. The fundamental reason I think special downloads should be adjusted boils down to a rules consistency issue, but the fact that it would universally reduce the game's pace by a moderate amount is, at the very least, a nice bonus.
That's a hard problem, and I don't have the answers. Indeed, the fact that it's a hard problem is the exact reason it has grown from a minor issue a few years ago (when Design first started trying to address it) to a severe issue today -- nothing Design has tried out in order to stop it has worked, and the problem just keeps growing.
The second biggest problem in 1E is its rules complexity, but that's an incredibly long-standing issue and we have made significant progress on it throughout the reign of pfti. Hopefully we will continue to make progress and accelerate in the coming years.
EDIT: Good question, Pants.
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