Hi, John - I recently came across your game Arcana while browsing through Andrew Plotkin's web pages. I was thoroughly delighted; *this* is the game I'd ben wishing for years that someone would invent! I immediately cut out a bunch of little colored-paper playing-pieces, and have been incessantly bugging all of my friends to play it with me ever since. (Alas, I've only actually played a couple games so far. We all loved it, though.) In a recent email conversation with Andrew about Arcana (among other things), he suggested that I forward some of my comments to you; he figured you'd get a kick out of them. Here they are: > It really is a fun game. For years I've been looking for a game that > puts the quirkiness and colorfulness of tarot cards to good use (but > without the taint of new-age silliness); Arcana *feels* like the game > I've always been imagining. One of the things that's always attracted > me to games (and to other things, such as Artificial Life and computer > simulation in general, the creation of poetry or prose using random > elements, tarot cards and other "fortune telling" systems, etc.) is the > fun of taking relatively simple "atomic units" which have certain > relational properties, throwing them together in all sorts of different > ways, and seeing what interesting behavior emerges. The fact that even > stupidly simple atomic elements can generate all sorts of interesting > and unexpected behavior almost leaves me with the sense that something > "creative" is happening, the products of which I'm not directly > responsible for. It's like getting creativity for free. I think that's > pretty cool. I've always been interested in the idea of using > randomness, and the juxtaposition of (seemingly) unrelated elements as a > boost to creativity. (I wouldn't like to see this blown up into a kind > of pretentious mysticism for the creative arts, though; I just think > it's a neat idea.) I also wouldn't be surprised if this is a large part > of the power that tarot cards, etc. seem to hold over people. Since no > individual person at a tarot reading is directly responsible for the > creation of this emergent, content-laden "message", there must be > something magical and creative going on. (The truth is, of course, > *metamagical* in Hofstadter's sense. It's been clear since Darwin that > we simply *can* have creation without a Creator, common sense be > damned.) Also, one minor comment about the written rules: although I've assumed all action in the game is "orthogonal" (i.e. territories have 4 neighbors and not 8, minions can't target diagonally), this isn't explicit anywhere in the rules (unless I've missed it). I see the word "adjacent" in there, but that *could* include diagonals. I'd recommend spelling this out explicitly, just to be safe. (And if diagonals *are* allowed, please let me know; I've been playing it wrong! :) Anyway, it's a great game. Keep me posted as you invent even more cool things. :) Kory Heath kheath@1connect.com