I expected the turns that take long to be unpreditably assigned. With a known schedule I worry that it distorts play in that the fast and slow turns are not comparable.
Can you expand on what you mean by comparable? Certainly the version with one slow turn every twenty-five fast turns tends to give you a slow turn on a random choice, not an important turn.
I am imagining figuratively “grasping for air” in the end of the slow turn which would seem to make early fast turn and late fast turns have different attention profiles.
I guess I have a image about if every turn had a chance to be fast or slow then it is more vivid that the question how that turn would have went if it was the other type. Also knowing that both players have their fast turns simultaneusly avoids feeling the edge that the speeds have against each other (being sloppy is not that bad when the exploiter is also confused).
Having random amounts and at also potentially in the beginning would make the players think more about the value of such things. I would imagine being able to see the weak spots in fast plays would make players hope for slow turns in the “weak spots”. Similarly of using a coin and noting on what side you want it to land rather than on which side it lands.
I expected the turns that take long to be unpreditably assigned. With a known schedule I worry that it distorts play in that the fast and slow turns are not comparable.
Can you expand on what you mean by comparable? Certainly the version with one slow turn every twenty-five fast turns tends to give you a slow turn on a random choice, not an important turn.
I am imagining figuratively “grasping for air” in the end of the slow turn which would seem to make early fast turn and late fast turns have different attention profiles.
I guess I have a image about if every turn had a chance to be fast or slow then it is more vivid that the question how that turn would have went if it was the other type. Also knowing that both players have their fast turns simultaneusly avoids feeling the edge that the speeds have against each other (being sloppy is not that bad when the exploiter is also confused).
Having random amounts and at also potentially in the beginning would make the players think more about the value of such things. I would imagine being able to see the weak spots in fast plays would make players hope for slow turns in the “weak spots”. Similarly of using a coin and noting on what side you want it to land rather than on which side it lands.