ffanxii4ever
Explorer
Draw steel's victory system I think is a really strong contender for a design directly counteracting this rotation, as what is going to be a good play in round 1 is almost certanly dependent on your victory count. You might get a stable state once you have blasted trough that victory resources, and are driving on per round income; but then the limitation on battle length makes this less of a phenomenom.
That's a really good point. And it also works on both sides of the GM Screen, because as the players have more Victories, the GM has more and more Malice (their meta-resource) at the start of combat, and can also do bigger and bigger effects earlier.