Using geometry to find implicit crests on a hill

Hills-215 Geometry and implicit crests - Banner

While I was ranting about Why I think hills are horrible in wargames rules, I found two rules had a clever solution for dealing with line of sight on hills using geometry. I’d already thought of a similar approach, also using geometry. I call the two approaches “Parallel crest” and “Perpendicular crest”. Both solutions are clever. Which one is better?

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Three dimensions of game design: Simulation, Playability, Abstraction

Three Dimensions of Game Design - Simulation, Playability, Abstraction - Banner

My mate Chris and I often debate game design, and specifically simulation versus playability. Wargamers typically think of these as opposites, with a set of rules being either realistic or playable. Chris is, for example, an advocate of simulation and is willing to sacrifice playability to get something he considers more realistic. But I don’t think these things – simulation and playability – are opposite ends of a single dimension. I’m an advocate for playability and simulation is also important to me. I want both. Abstraction is the key to unlocking this combination and is an important third dimension.

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