In the previous development diary, I talked a bit about how my desire for system expressiveness led me astray during the game’s design and development. Figuring this out took months of work. As I mentioned in that piece, I spent a lot of time reading playtest reports, teaching the game, and trying to figure out why on earth the many little systems that seemed so robust and interactive in isolation were proving to be less than the sum of their parts. I think part of my trouble is that I didn...