> Andy, did you intend that Creepers
> should prevent you from winning
> in general?
No.
It is true that I've been increasingly using them that way, but I
don't think of Creepers as being neccessarily win-stopping. The only
thing that's universal about the Creeper is the boilerplate stuff
about how you must immediately play it, and the general idea that it's
usually an undesirable thing. Making Creepers explicitly win-stopping
would make the overall design more constrictive than I would want.
In the specific case of Zombie Fluxx, I still favor the format I've
got for several reasons. First, there are a LOT of creepers in that
game - 15, as opposed to 6 in MPF and just 4 in 4.0. So it would be a
lot more punishing for them to always stop victory in ZF, and that's
not what I was going for. Indeed, only a little more than half of the
ZF goals say no zombies, which reflects my view of the post-uprising
world.
In short, Creepers should be three things, not just two. Sometimes
they prevent victory, occassionally you need them for victory - and
sometimes they just get in your way.