“History is the interpretation of the significance that the past has for us.”
— Johan Huizinga
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| Papercraft Romans awaiting a playtest battle with Germanic tribesmen. |
“History is the interpretation of the significance that the past has for us.”
— Johan Huizinga
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| Papercraft Romans awaiting a playtest battle with Germanic tribesmen. |
“If one does not know to which port one is sailing, no wind is favorable.”
— Seneca
I’ve dabbled in many historical wargaming periods over the years. The Age of Sail remains one for which I’ve never really found an accessible game — in both cost and rules — until now. Feral Wizard’s Battle Box: Age of Sail promises to deliver an intuitive game with plenty of tactical choices in a small package (much like its previous game, Battle Box: Napoleonic Wars). The game ran a successful Kickstarter back in the spring and should deliver physical components by the end of the year...but backers received the print-and-play component files when the campaign ended. So I printed out some cards and rules and played a few battles using my craft store sailing ships and my large-hex light-blue ocean canvas. After a few games to help me grasp the mechanics and strategies I found it offered a host of player choices to add depth to what seems on the surface a basic Age of Sail game.“Throw forward your cavalry, as soon as you approach your new position, to Culpeper Court-House, and carefully watch the whole country toward Richmond and Gordonsville.”
— Union Major General John Pope
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| Battle of Cedar Mountain, Aug. 9, 1862, engraving from a sketch by Alfred R. Waud. |
“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 key to growth is the introduction of higher dimensions of consciousness into our awareness.”
— Lao Tzu
I admire discourse that challenges me to think more deeply about tabletop games, whether new perspectives or ones investigating (and sometimes affirming) concepts I advocate. I often wish the adventure gaming hobby had more such discussion geared toward the kind of hobbyists and informed generalists who wander the borderlands between more steadfastly ensconced professional and scholarly game circles. Secondary education offers some promising opportunities as young people, not yet established in our staunch intellectual silos, explore and develop their own ideas on gaming subjects. Dr. Jeremiah McCall, himself an innovator in the field of games for learning, recently mentored one of his students at the Cincinnati Country Day School through a senior independent study project examining how different media — literature, film, and video games — presents the same historical event in different ways...and to different ends. It encourages us to more closely analyze how we interact with the various media we consume and how the context of form shapes its messages.“Many intelligence reports in war are contradictory; even more are false, and most are uncertain.”
— Carl von Clausewitz
Games remain excellent learning tools to help train our minds to estimate the situation presented by the current game state and devise a course of action to pursue on our next turn. People use these skills of observation, collation, and evaluation all the time in various everyday situations. Some make a career out of it, like intelligence analysts, military commanders, and political decision makers. Others take a more carefully considered approach to make decisions in their everyday lives: how to find a job and whether to take one offered; how to use one’s finances to best improve one’s situation; how to proceed on an academic or career path; how to approach and resolve interpersonal conflicts. Games offer a “safe-to-fail” environment in which to practice our observational and decision-making skills, but the real world often remains unrelentingly merciless when we make mistakes. But too often the “fog of war” hinders our ability to clearly discern the reality of various situations. And while games can help hone our skills in evaluating factors in our decisions to move forward, the real world presents us with far too many uncertainties, biases, and even “bad players” intent on distorting and influencing our perception of the situation.
“Man is most nearly himself when he achieves the seriousness of a child at play.”
— Heraclitus
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| A toast to summertime gaming aspirations. |
“There are many truths of which the full meaning cannot be realized until personal experience has brought it home.”
— John Stuart Mill
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| What's it like to lead the advance at the Battle of Great Bridge? |
“Though she be but little, she is fierce.”
— William Shakespeare
A package recently arrived with a wonderful little game in a small tin: Battle Box: Napoleonic Wars from Feral Wizard in Manchester, UK. It’s the size of a mint tin (do they still put mints in those?), a compact 4 x 2.5 inches, easy enough to fit into a large pocket, a purse, go bag, or backpack. I’ve occasionally dabbled in Napoleonic gaming, though it’s by no means one of my core wargaming interests. But it promised a compact yet entertaining experience with a far smaller tabletop presence than many such games, either board wargames or miniature wargames. I was curious how the combination of wooden bits, map tiles, and rules for, essentially, a Portable Wargame-style game, would deliver. I was not disappointed. It offers a complete Napoleonic wargame in conveniently extreme miniature, with optional rules and solo play rules, that satisfied a number of my criteria for an enjoyable game.“Historical game design is the ultimate historical research project for non-specialists!”
— Dr. Jeremiah McCall
I love interactive fiction, both narrative programmed stories like the Choose Your Own Adventure and Endless Quest series and similar fare incorporating basic game rules, like the Fighting Fantasy gamebooks. I enjoy exploring numerous historical periods. And I’m an advocate for using games for learning with various age groups in different environments. What better way to learn about history than explore a specific topic and incorporate it into a game activity. Dr. Jeremiah McCall has developed a history assignment for his high school students integrating all these interests. His Student-Designed Histories are a model educational tool for exploring historical topics and sharing that knowledge in an engaging interactive format.
“There is nothing insignificant in the world. It all depends on the point of view.”
— Johann Wolfgang von Goethe
Every gamer has their favorite genre periods and game systems, whether for wargames (both miniature and board), roleplaying games, or board games. Some folks maintain avid interests in numerous favorites. In many cases — but perhaps mostly with wargamers — players enjoy multiple games on the same subject, each title emphasizing something different about the theme. This seems almost stereotypical of wargamers, who fixate on historical periods or even focus on single battles: Gettysburg, Rorke’s Drift, Cannae, D-Day, and, of course, Waterloo. People interested in specific episodes in history rarely settle on reading just one book about them; they read several, often expanding their curiosity further into the period, and sometimes even related subjects. No one book tells the definitive story; neither does one single game perfectly depict a historical event. Different books contain new research, approach from a new perspectives, or incorporate particular biases; multiple game rules simulate conflicts differently in how their systems account for or interpret historical factors. Just like reading several books with different perspectives can broaden our understanding of a historical period, so, too, can multiple games on a subject present different ways of modeling a conflict and hence give us varied experiences from which to learn, both about the history and about effective simulation techniques.“I have but one lamp by which my feet are guided, and that is the lamp of experience.”
— Patrick Henry
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| Painting by Glenn Moore depicting the British attack on the American breastworks at the Battle of Great Bridge. |
“For me, it is always important that I go through all the possible options for a decision.”
— Angela Merkel
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| My Battle of Great Bridge set-up on site. |
“Happiness is a choice that requires effort at times.”
— Aeschylus
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| German troops await a charge from U.S. Marines at Belleau Wood. |
“Nine-tenths of tactics are certain, and taught in books: but the irrational tenth is like the kingfisher flashing across the pool, and that is the test of generals.”
— T. E. Lawrence
I’ve been spending time writing down the rules for processes discussed earlier, with an eye to producing both a rulebook for a board wargame and a streamlined player aid format of rules for the event where I expect to run the Battle of Great Bridge game demo. Once I had some firm rules down as a baseline for game play, I devised a gridded map, found some generic pieces to use, and started some self-play testing (with me taking turns running both sides), given my general lack of local players. I made a few adjustments, but overall it seems to deliver the experience I’d hoped to offer: basic rules with player choices, short play time, and all taking into account some historical considerations.“Principles and rules are intended to provide a thinking man with a frame of reference.”
— Carl von Clausewitz
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| Painting by Glenn Moore depicting the British attack on the American breastworks at the Battle of Great Bridge. |
“A single conversation across the table with a wise man is better than ten years mere study of books.”
— Henry Wadsworth Longfellow
| Al Leonardi, from his interview in Adventure Gaming #4, Oct. 1981, a few years before I met him. |
“Many a trip continues long after movement in time and space have ceased.”
— John Steinbeck
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| At the NASM in 2023 with my favorite Grumman G-21 Gooose. |
“Great things are done by a series of small things brought together.”
— Vincent Van Gogh
Over the years my taste in games has skewed more toward more concise games that don’t consume vast periods of time yet still deliver meaningful play experiences. I certainly don’t mind spending an occasional weekend afternoon with a more involved game, but more often I find occasions for something that won’t keep us up all night while still delivering a satisfying evening’s entertainment: our occasional weekday, post-dinner “Game Night,” casual gatherings with friends curious about games, or more educational demonstrations showing how games can enhance learning. (I defer to “short” games because it emphasizes the time involved, although “concise” probably conveys a better sense of both time and quality.) Shorter games have their place in the vast adventure game hobby landscape, suitable environments where they best satisfy the host’s intentions, audience needs, and other contextual constraints (such as time). A well-designed short game encourages more streamlined rules comprehension, multiple plays, and time afterward for discussion...all key elements in both enjoying and learning from games. Many games that fit this “concise” profile prove excellent teaching tools when thoughtfully employed as games for learning.
“War itself has been declared to be a game, and rightly so, for it has the game characteristic of the presence of an antagonist.”
— Captain W. McCarty Little, USN
I believe games of all kinds can teach us about ourselves and the world around us. Playing them can inform our lives, adjust our perspectives, and broaden our experiences. I’m also encouraged by the increasing trend of using games for learning — notably in professional military education, government consulting institutions, and even universities — and am sometimes dismayed when they aren’t used for learning in environments where they might inspire young people (such as libraries, museums, historical sites, and secondary education). The value of “estimating the situation” (and all that entails) remains one of the most important lessons games can teach us. It’s a phrase pioneered at the U.S. Naval War College that succinctly summarizes the process a player uses — knowingly or subconsciously — when making decisions in any game. It also applies to how we might make decisions in real life, though far too often we stumble along simply reacting to the flood of challenges inflicted upon us with little time for anything but reflexive instinct. We rarely have the time or clarity to step back in our hectic lives, consider immediate events or even the big picture, and rationally reflect on our situation and what we can do to affect it in our favor. We can take time to estimate the situation and form a course of action in a game; the more we do so, the more we train ourselves to use that approach to our benefit in everyday life.