this reminds me of the ~semi-famous Ignacy/Vlaada design stories in board games.
each are board game designers, and Vlaada was play testing one of Ignacy's designs:
https://boardgamesthattellstories.wordpress.com/2013/02/10/t...
each are board game designers, and Vlaada was play testing one of Ignacy's designs:
https://boardgamesthattellstories.wordpress.com/2013/02/10/t...
I met Ignacy once several years ago, at Gen Con. He's a really nice guy.
That's not at all rare in other games.
I think Ignacy wanted there to be ambiguity there.
You can solve the "players know what's coming" problem easily, and some games do ("before you begin, take three disasters and two windfalls and shuffle them together"), but that adds a large logistics overhead that may not be worth it.