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<DIV style="FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV
style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B> <A
title=curufea@yahoo.com href="mailto:curufea@yahoo.com">Curufea</A> </DIV>
<DIV style="FONT: 10pt arial"><B>To:</B> <A title=Design@mimesisrpg.com
href="mailto:Design@mimesisrpg.com">Design@mimesisrpg.com</A> </DIV>
<DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, November 16, 2005 4:45
PM</DIV>
<DIV style="FONT: 10pt arial"><B>Subject:</B> Re: Re: Re: Re: [Design] Character
Generation: Detail vsTimeOpportunityCost</DIV>
<DIV><FONT face=Arial size=2><BR></FONT></DIV>
<DIV><FONT face=Arial size=2>Many of the flaws with many roleplaying games -
especially D&D - could have been overcome with adequate playtesting.
Rather than this "release now, correct later" policy that dominates the gaming
industry (including wargamming).</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>***</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Haha, true! Even so simple a thing as character
sheets, as we saw last night;) Playtesting is a lot of work, though. I remember
the AM5 guy saying that he had over 100,000 words of playtest comments to
read...!</DIV>
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