Fire No Guns, Shed No Tears

December 17, 2011 A heavily medicated Rob hosts Julian, Troy, and Bruce to explain what's so boring about peace, love, and understanding. Why does strategy gaming usually come back to armed conflict, with the exception of city-builders? Do most people really even want games about other subjects, and can designers make good games out of them? What ever happened to A Force More Powerful, and why does it make Bruce want to punch Troy? How do board games handle these subjects, and do Eurogames get them right?

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