If I had to more specificlaly classify my dabblings with miniature
wargaming I suppose I’d have to really call it “skirmish
wargaming.” Although I enjoy the spectacle of massive wargames
depicting the vast scope of a full battle – or even a small yet
turbulent portion of one – as a gamer I don’t have the resources
and time to buy, paint, and base such seemingly endless ranks of
figures, let alone craft the numerous terrain features to cover such
a large battlefield. Skirmish wargaming allows me to explore
historical periods of interest without the greater investment in game
components.
While Merriam-Webster defines “skirmish” as “a minor fight
in war usually incidental to larger movements,” most gamers believe
skirmish wargaming consists of small engagements on the man-to-man
level, where one figure represents one soldier (or one vehicle/gun
unit). This differs from many other wargames where each piece
represents multiples of soldiers (at a ration of 1:5 or 1:10, for
instance), even those where figures are based together to represent
entire companies and regiments. Skirmish wargaming isn’t always
quite the impressive spectacle of vast games with ranks of based
figures recreating vast historical battles across several tabletops;
but it’s the aspect of miniature wargaming that’s most accessible
to me. I find several elements particularly appealing:
Tuesday, October 27, 2015
Tuesday, October 20, 2015
Winnowing Out the RPG Shelves
I’m a notorious pack rat. I’m not quite at hoarding levels,
but I have huge collections of books, games, miniatures, and beloved
personal memorabilia that I can’t quite let go. Many remain
relevant to my current life and work, particularly the games and
books. Lately, however, I’ve been perusing my shelves of
roleplaying game materials and wondering why I’m hanging on to some
of them.
I don’t tend to do this with board and wargames, despite the
fact that they take up much more space. Unlike roleplaying games they
don’t require the time and immersion to prepare. Their components
are often unique to the game. The game experience each offers isn’t
easily replicated, especially without the specialty components. Given
the higher cost of board and wargames, I don’t buy into them
lightly; they have some value to me in theme or system and I can
generally check beforehand (through online reviews and PDF rules) to
better judge whether they’re right for me and my family.
In culling out unwanted roleplaying games I thought about different criteria that mattered to me for the games I would keep. Most of these titles fall into one of several categories:
In culling out unwanted roleplaying games I thought about different criteria that mattered to me for the games I would keep. Most of these titles fall into one of several categories:
Tuesday, October 13, 2015
Playing at the World: An Essential Gaming History
I’ve finally finished reading the almost 700-page
dissertation-sized masterpiece Playing at the World, Jon Peterson’s expansive examination of the earliest days of
roleplaying games – centered on Dungeons & Dragons –
and the long history of varied elements that coalesced in the 1960s
and 1970s to enable its creation and sustain its popularity. The book
stands as perhaps the most comprehensive, scholarly history of the
birth of roleplaying games. If you’re interested in the background
behind the roleplaying game hobby in its formative years, I highly
recommend you read Playing at the World.
That said, this tome and its all-encompassing stroll through gaming history isn’t for everyone. It’s an amazingly comprehensive work, complete with a detailed table of contents, long list of sources, and helpful index. The subject matter at times might seem tedious, particularly when it explores issues that might not engage some roleplaying gamers’ interests, such as the early history of German Kriegsspiele and wargames in general, the various fiction genres that inspired game designers, the imaginative endeavors of sci-fi fandom, and the origins and development of various roleplaying game mechanics. Some readers might not care for the numerous footnotes scattered across nearly every page; but I found in them interesting tangents, coincidental bits of information, and overall tertiary details enhancing the historical narrative. Peterson sometimes encourages readers to skip the deeper analysis he offers to reach more appealing subjects, though slogging through more difficult portions provides an appreciation for the numerous element that helped D&D and the fledgling roleplaying game hobby emerge.
That said, this tome and its all-encompassing stroll through gaming history isn’t for everyone. It’s an amazingly comprehensive work, complete with a detailed table of contents, long list of sources, and helpful index. The subject matter at times might seem tedious, particularly when it explores issues that might not engage some roleplaying gamers’ interests, such as the early history of German Kriegsspiele and wargames in general, the various fiction genres that inspired game designers, the imaginative endeavors of sci-fi fandom, and the origins and development of various roleplaying game mechanics. Some readers might not care for the numerous footnotes scattered across nearly every page; but I found in them interesting tangents, coincidental bits of information, and overall tertiary details enhancing the historical narrative. Peterson sometimes encourages readers to skip the deeper analysis he offers to reach more appealing subjects, though slogging through more difficult portions provides an appreciation for the numerous element that helped D&D and the fledgling roleplaying game hobby emerge.
Tuesday, October 6, 2015
Thoughts on Game Design for Kids
My cousin is an educator in France – the equivalent of an
elementary school teacher here in the United States – who knows of
my endeavors in the adventure gaming hobby (having been subjected to
more than a few of them when we were younger). Frequent readers might
recall that introducing kids to games is one of my pursuits; I’ve
had plenty of opportunities both while working on the popular Star
Wars game license in my West End Games years and recently raising
my son, the now-five year-old Little Guy. During a recent visit my
cousin lamented the lack of any resources for teaching younger kids
how to create their own games. While families and game manufacturers
are just now making great strides in games geared specifically for
kids (such as the inspiring Robot Turtles), I’m not sure
we’ve done a whole lot in channeling youthful enthusiasms into
exploring the process of creating their own games.
Many gamer parents enjoy sharing their hobby with their kids. We
love to get them involved in existing games we already own and enjoy,
but how do we impart to them the more complicated and nuanced core
gaming elements like balance and turn sequence, distilling design
rationales from a seemingly infinite number of different rule sets?
How do we introduce concepts like merging mechanics with theme? How
do we impart to them the critical thinking and organizational skills
necessary to craft an enjoyable and meaningful game experience ?
When do I get to design a game, Daddy? |
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