“The plump silhouettes of the American Dauntless dive-bombers quickly grew larger, and then a number of black objects suddenly floated eerily from their wings.”
— Captain Mitsuo Fuchida
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| SBD Dauntless squadron seeks the Japanese fleet. |
“The plump silhouettes of the American Dauntless dive-bombers quickly grew larger, and then a number of black objects suddenly floated eerily from their wings.”
— Captain Mitsuo Fuchida
![]() |
| SBD Dauntless squadron seeks the Japanese fleet. |
“There will be times when the struggle seems impossible.”
— Nemik’s Manifesto
Watching the Star Wars series Andor has me thinking about running a D6 Star Wars Roleplaying Game campaign again (assuming I had any interested players...). Back in my younger years, toward the end of the 20th century, I would have hoped to see a specific roleplaying game sourcebook covering all elements we saw in Andor: planets, weapons, characters, locations, vehicles, starships, organizations, character templates, and gamemaster advice But after 30 years, multiple versions of an official Star Wars roleplaying game, and a flood of Star Wars media I’m encouraged I — and maybe the hobby overall — have grown from focusing on formally published game supplements to embracing the wealth of media resources available in today’s information landscape so fans can create their own do-it-yourself roleplaying game experiences in their favorite settings. So I’m re-watching the media, browsing through relevant sources (and eyeing new ones), and, in reflecting on the kinds of stories in a resistance-driven “Dawn of Rebellion” era, looking to similar, adjacent resources for knowledge and inspiration.“My policy with three cruisers in company versus one pocket battleship — attack at once by day or night.”
— Commodore Henry Harwood
Last summer I proposed a learning rationale called “Watch Read Play” (or WRP) encouraging people to explore interests by first watching media, then reading, and finally playing a game about a topic, usually historical, that might engage them. I haven’t had much of a chance to try it myself, but over time I managed to achieve that trifecta for the Battle of the River Plate. That clash was the first major naval battle of World War II, when the German pocket battleship Graf Spee — after preying on Allied merchant shipping — encountered a British cruiser squadron hunting the commerce raider across the vast spaces of the south Atlantic. The severely damaged Graf Spee sought refuge in Montevideo, Uruguay, and, after some diplomatic controversies with the British cruisers lurking in international waters, the crew scuttled the ship. I explored the battle through a variety of media, including the 1956 film The Battle of the River Plate, two books, and the latest game on the subject, The Hunt. Each offers a different perspective to experience.My recent visit to the International Spy Museum in Washington, DC, might not seem to have any relevance to the adventure gaming hobby. Yet its exhibits speak to a history occasionally covered in board games and its interactive experiences evoke the feelings of immersive roleplaying game episodes. Museums today constantly change, adapting to new display philosophies and technological advancements influencing the gallery experience. They work to present the broad context of history, explain the relevance of artifacts, and tell the stories of individuals who used those items and lived that history in an attempt to establish some connection with visitors. The International Spy Museum hits all those targets, showcasing some amazing objects, demonstrating firsthand many spycraft concepts, and presenting tales of spies throughout history...all in ways that actively engage visitors.
“I admire anybody who finishes a work of art, no matter how awful it may be.”
— Kurt Vonnegut
I was intrigued when I discovered Geoff Engelstein writing online about a lost strategy game by renowned author Kurt Vonnegut. At first glance GHQ looked like a chess-type game using artillery and infantry, reflecting the author’s experience in northwest Europe during World War II. The design had a pleasingly mid-century aesthetic to it which felt practical for such a game. I enjoyed reading Vonnegut’s Slaughterhouse Five years ago and have re-read it once or twice since; but I wouldn’t call myself a fan, though I’m aware of his cultural impact. The more I read about GHQ, though, the more I wanted to explore it as a gaming artifact: a game a then-fledgling author designed, tested, and tried marketing to a publishing company, to no avail, setting it aside, abandoned, for decades until, after his death, someone discovered it and finally released it to the world. Engelstein and the production team at Mars International have revived a lost treasure and provided historical context to better appreciate the game’s origins.
“There is nothing insignificant in the world. It all depends on the point of view.”
— Johann Wolfgang von Goethe
People sometimes say we need to see the bigger picture, the forest from the trees, the larger canvas. Such phrases always remind me of Georges Seurat’s masterpiece of pointillism, A Sunday Afternoon on the Island of La Grande Jatte. Stand back and the viewer takes in the entire painting, which, at 10 feet wide, is quite a canvas. Step closer and one sees the tiny points of paint which make up tge larger characters, landscape, and the overall picture. Ferris Beuller’s Day Off artfully demonstrated this during the tourism montage scenes. Historically themed games allow us to explore new perspectives, form connections with the subject matter, and hopefully gain a greater understanding of events...notably the people involved. Many such games focus on the big picture — abstracted political factions, military units, entire regions of geography, and other broad generalizations — but a contrast between that and the finer details (and everything in between) helps us better appreciate the whole on different levels.