Gerit Driessen
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Hi Joel:

Finally I have come off the fence and ordered Comancheria. I love the intricate mechanics that I have seen in the videos about Comancheria, and you are making such good use of the possibilities of a d6... I could not let this game slip.

I think you made a game that is fun, without losing lots of historical detail - in fact the game immerses you in its historical context completely! I think that is a great achievement.

I would appreciate it if you could elaborate on when to choose to abstract or bend history, and when not? How make a game that feels historic and still teaches about history, and yet offers its own choices, has its own pacing? How much liberty should you take?

Obviously, I try to create a game myself - just because its fun. There is still a lot to learn but this subject intrigues me the most.

Thanks .

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