
Plus I'm the guy who spent a whole bunch of time converting a bunch of Flames of War scenarios (which tend to have asymmetrical objectives and quite often have reserves and such meaning players start with different amounts of their force on the table) to Epic, in search of fun asymmetrical-objective scenarios for that game. And that sort of gets at what I still think is the big issue, namely that narrative / asymmetrical play is really doing game design, as mij notes, which is a horses for courses sort of dealio. You need to know your game's rules back and forth, and everyone involved has to be ready for the possibility of jank while you iron out kinks - which is part of the fun of game design of course, if you're into it. Either that or sending 10 bucks to some greybeards somewhere for a pdf of a game set in a very specific place and time (I'm looking at you, Too Fat Lardies), which is fine if everyone involved has buy-in to that particular game's setting / scenario / approach to game design.