Tuesday, October 22, 2024

Solo Scene: Pacific War 1942

 The enemy of our games was always Japan, and the courses were so thorough that after the start of World War II, nothing that happened in the Pacific was strange or unexpected.”

Admiral Chester W. Nimitz

I love solitaire games of all kinds across the adventure gaming hobby. I enjoy exploring World War II history through wargames. And I’ve admired many games Worthington Publishing has released over the years, notably Tarawa 1943, Hidden Strike American Revolution, Chancellorsville 1863, and the Holdfast series of block games. So when I heard Worthington launched a Kickstarter for another series of three “travel” solitaire wargames, I figured I’d revisit one from the previous campaign. Pacific War 1942 demonstrates the compact innovations of this format that engage players in a satisfying wargame experience.

Tuesday, October 15, 2024

RPG City Settings

 A great city is that which has the greatest men and women.”

Walt Whitman

My interest in fantasy roleplaying game city settings came soon after I discovered Dungeons & Dragons. After receiving the basic set for Easter in 1982, I saved my allowance and, when summer break started that year, went to Branchville Hobby down the road and bought the Expert D&D boxed set. The clerk slipped a copy of Adventure Gaming magazine in the bag, a nice treat for a neophyte like me who hadn’t yet discovered Dragon magazine or other periodicals fueling my enthusiasm for a new hobby. Among the wonders inside (including an adventure by Gary Gygax!) was a review of Chaosium’s new boxed set based on the popular Thieves’ World short story anthologies...focusing on the shared setting City of Sanctuary and its inhabitants. This one article opened my eyes to a new environment for fantasy roleplaying which occasionally reached out to tempt me throughout the years.

Tuesday, October 8, 2024

The Asteroid Game

 By failing to prepare, you are preparing to fail.”

Benjamin Franklin

It’s a presidential election year here in America...which means it’s time for a near-collision asteroid event! I know they occur more than we’d like to admit (the asteroids, anyway). We have ever-vigilant government agencies keeping watch: NASA’s Jet Propulsion Laboratory (JPL), the Center for Near Earth Object Studies (CNEOS), and the Planetary Defense Coordination Office (PDCO). All of which host websites allowing us to track the size and distance of approaching asteroids. Media about asteroids hitting earth has long been and continues to remain a science fiction staple. Such a situation really doesn’t figure into games, unless it causes the cataclysm in some post-apocalyptic roleplaying game setting. But the PAXsims blog recently reported on tabletop exercises (TTXs) NASA conducted to help organizations prepare for and respond to an asteroid strike on earth. This kind of activity falls into the category of “serious games” used to explore outcomes of hypothetical conditions and events, the type of simulation governments use for a variety of purposes. The Planetary Defense Interagency Tabletop Exercise provides an insightful model for how such serious games can enable a variety of audiences simulate non-warfare crises.

Tuesday, October 1, 2024

Lifepaths & Templates

 Life isn’t about finding yourself. Life is about creating yourself.”

George Bernard Shaw

Lifepaths and other background mechanics in roleplaying games help players gain some sense of the world their characters inhabit, even if they themselves just discovered it. They provide backstory and motivation, context for developing characters over future misadventures. Few games use them, despite their origins in the earliest days of the roleplaying game hobby. Many prefer to rely on genre stereotypes to define character roles, leaving the (often optional) job of developing a backstory to players, if they bother at all; some fill it in during play, but most focus on where their character is going, rather than where they’ve been. Lifepaths and templates serve as game mechanisms to provide some sense of a character’s past — even if only defined in terms of stats and equipment — but offer more story hooks to entice players to create more depth to their fictional personae.

Tuesday, September 24, 2024

HGR’s Notable Posts

I’ve not done any retrospective of my Hobby Games recce work in a while and wanted to provide a sampling of some of my best, most popular writing for those seeking a taste of my past work. I started blogging more-or-less weekly in November 2010. At first I’d hoped to write 700-900 words each week on some issue relevant to the adventure gaming hobby. Now the blog has more than 550 posts, with most above 1,200 words...meaning I’ve written more than half a million words here (the equivalent of about five novels). Not every post at Hobby Games Recce is my best work; sometimes finding a compelling subject and an interesting angle doesn’t quite come together (and I’ve missed weeks here and there for various reasons). Not every post engages every reader; my content ranges across the subjects of roleplaying, board, and war games, as well as a commentary on our overall gaming culture. But I wanted to highlight some of my best writing about adventure game hobby issues, both by the numbers and by my personal standards.

Wednesday, September 18, 2024

Wargames for Learning

 A scout must prepare himself by previous thinking out and practicing how to act on any accident or emergency so that he is never taken by surprise.”

Robert Baden-Powell

The video from People Make Games about “The Games Behind Your Government’s Next Warhas caused quite a stir recently among professional and hobby wargamers. What initially started as a documentary about wargaming in the defense industry became an hour-long video essay presenting and exploring the “complete moral labyrinth” of using wargames to prepare for future conflicts. The video generated a lot of discussion, both in the video’s comments section and elsewhere; notably responses at the excellent PAXsims blog. I watched the video and was impressed with the thoughtful look at moral issues related to wargaming (despite its sometimes outraged delivery, which, I’ll admit, makes for an engaging presentation style). Frequent readers might recall I’ve occasionally reflected on the ethics of wargaming — especially with kids or hobby newcomers — usually asking questions about how we can have fun playing historical games about a real-world activity that resulted in death and destruction, how we might use them as learning tools, and how we could more thoughtfully approach this activity (once again, often with the younger set in mind). Part of me wanted to respond to various issues the video raised; which were many among the hairpin turns of the host Quinns’ at-times manic journey through the moral labyrinth. I will leave more informed reactions to the wargaming professionals (though I’ll admit I wouldn’t mind joining their ranks career-wise). Instead, after much reflection about what I might say, I felt I needed to elaborate on something the video didn’t really address. It focuses on the analysis role professional wargaming plays in military circles, creating models and simulations to explore emerging crises and evolving technology to formulate and test tactical solutions. But it doesn’t look at another major facet of professional military wargaming, and even hobby gaming: the educational role games play.

Wednesday, September 11, 2024

COTS Games for Learning

 Tell me and I forget. Teach me and I remember. Involve me and I learn.”

Benjamin Franklin

Those in the professional wargame sphere frequently rely on simulations intended for education or analysis, wargames requiring a custom design and implementation. Not all organizations have the resources for such projects, nor are such simulations always appropriate for every circumstance, especially when introducing wargaming in a professional environment to newcomers with time constraints. Sometimes they turn to existing resources, adapting them to particular missions and situations. They adapt “Commercial* Off The Shelf” or COTS games to their specific needs. One doesn’t have to be an innovator in the professional wargaming sphere to adapt COTS games — modifying them for a particular audience and objective — for experiential learning across other disciplines.

Tuesday, September 3, 2024

Tiny Brush Strokes on the Larger Canvas

 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 generalizationsbut a contrast between that and the finer details (and everything in between) helps us better appreciate the whole on different levels.

Tuesday, August 27, 2024

Solo/Co-op Games & the “Bad Guy” Dilemma

 Evil is unspectacular and always human, and shares our bed and eats at our own table.”

W. H. Auden

I often grapple with the issue of playing the “bad guys” in historical wargames. Villains in our history have committed heinous atrocities and human rights violations, beyond the death and destruction war brings to soldiers and civilians alike.* I’ve explored the issue before, mostly in the case of using games to engage and teach kids about history or in examining delicate periods or perspectives. It’s all fun and games — literally, at the most basic level — until one takes a deeper look at the context of historical games and reflects on some of the weightier implications...and our involvement in them in the abstracted ways games allow us. In some cases I’ve included follow-up material to help students further consider on the consequences of their game actions (notably cards with historical information about their roles in the attack on Pearl Harbor). Sometimes switching sides can alleviate some of these concerns, with participants playing games or scenarios twice, so each gets a chance to experience the other’s perspective. As I veer more toward solitaire and cooperative games, I’m discovering their very one-sided nature can absolve players of taking the role of the “bad guys” and allow them some guilt-free game experiences...which ultimately might lead to the after-action reflection I feel remains necessary to learn from games.

Wednesday, August 21, 2024

“The Adventure Is Yours”

Logic will get you from A to B. Imagination will take you everywhere.”

Albert Einstein

I haven’t followed developments with Dungeons & Dragons for a while. Every so often some D&D news or controversy appears on my gaming radar; I take note but really don’t feel the need to voice my opinion (not that anyone would notice). D&D has evolved into a very different creature than what I knew growing up in the 1980s, what I turn to now in nostalgia. I dabbled with the third edition Wizards of the Coast released shortly after acquiring TSR, running a few adventures at a local game store and even writing some d20 products in the Open Game License (OGL) boom of the early 2000s. Hasbro’s acquisition of D&D caused the line to stumble a few times, usually from management prioritizing growing profits without understanding (or perhaps caring about) the game and its customers. After threatening to vanquish and reanimate the OGL as some unfriendly form of undead corporate contract, Hasbro now seems intent on turning D&D content away from physical publications to emphasize electronic materials accessible through subscription...aping the greedy corporate subscription model others use for software and media to feed an economic system based on infinite profit growth from a finite system. Yet some of D&D’s earliest advertising slogans remind us we don’t need every scenario and supplement, we don’t even need the core D&D rulebooks to enjoy the roleplaying game hobby. Because, as the old ad said, “The Adventure Is Yours.”

Tuesday, August 13, 2024

Ukraine 2022 Prepares Students for War

 To be prepared for war is one of the most effective means of preserving peace.”

George Washington

A skirmish in Ukraine 2022.
My son just started high school last week (yes, August 7 is unreasonably early in America). After a carefree summer filled with a few fun road trips, various excursions, and just lounging around, he scrambled to get ready for the early onset of the academic year. What school supplies we didn’t scrounge from around the house or salvage from last year we ran out to purchase, from pencils and erasers to the obligatory new backpack. Sorted out the last-minute bus route schedule and inevitable blunders on the first day. Met a host of teachers at the open house, from the interesting electives my son chose like drama and interior design to more traditional English, science, geometry, and history (with a teacher who enjoys games, no less). He’s not taking any mandatory course to prepare him for combat against a belligerent nation currently invading his. But kids in Ukraine are...using a wargame for part of the course.

Tuesday, August 6, 2024

Games Offer First-Hand Perspective

 You will always have partial points of view, and you’ll always have the story behind the story that hasn't come out yet.”

Margaret Atwood

I’ve written recently about immersing ourselves in films, books, and games to help broaden our perception of a particular literary genre or historical period. It’s a different way to expand our experiences through diverse media; yet games put us in the moment in a deeper way than films and books. Most media begins and ends at fixed points, providing a step-by-step narrative that often helps us identify with the experience of individuals and their perspectives as the plot unfolds. Games start at a fixed point, too, but where they end — and how they get there — often remains uncertain until played out. As we take turns, we assess the “game state” at that moment, plot our moves, and ultimately see how they succeed. Games give us first-hand experience at estimating a situation and forming a plan of action in response to that situation in a way that “fixed” media relying on plots do not. They can immerse us in an event as it evolves; even though we might know how it turns out, the participants at that time and place did not. Games can offer us a taste of that experience as players try to comprehend and react to a developing situation.

Tuesday, July 30, 2024

Inspiring Citations

 “Many a book is like a key to unknown chambers within the castle of one’s own self.”

Franz Kafka

I love reading books and even internet articles that reference their sources. Most of the non-fiction I read includes such handy research tools as foot- or endnotes and bibliographies. Many authors rely on these to document the information they used for their books. Internet writers use them to allow readers to cross-reference terms, concepts, and prior work beyond simply citing sources; a hyperlink can enable instant access to relevant material that might shed additional light on the topic and expose readers to new concepts they might wish to pursue on their own. Writers — even game designers — should include references not simply to substantiate their work but provide readers with inspiration. And readers — and game players — should seek them out to enhance and expand their own experiences.

Tuesday, July 23, 2024

Watch, Read, Play

 I’m always learning new techniques and improving beyond my own knowledge because there is always something new to learn and new horizons to discover.”

Jose Andres

I’m often looking for ways to engage people in learning through games.
I believe games can provide experiences to expand our horizons and expose us to new or different perspectives; to better inform our lives, whether it’s simply spending time interacting with others or examining a more profound topic through play (and everything in between). But it’s sometimes a challenge to tempt people to play games at all, let alone entice them to try new ones, especially given our 21st century’s reliance on — and often obsession with — electronic devices and the diversions they offer. So many game experiences connect with other media, notably films/television and books (in all their varieties). Each of these forms varies in our engagement: our commitment of time, attention, and imagination. I think this trifecta of watching media, reading books, and playing games, all on a related topic, can help us immerse ourselves in something new, learn about it, and broaden our understanding through these different experiences.

Tuesday, July 16, 2024

The Ever-Growing Painting Pile

 My failures have been errors in judgment, not of intent.”

Ulysses S. Grant

At the beginning of this summer, as I evaluated my current gaming activities and future purchases, I made a resolution not to purchase any gaming miniatures that required painting. I have a long list of minis to paint (grognards often call it “The Pile of Shame”), some from ages ago, some more recently acquired. So I thought I’d try making a concerted effort to avoid purchasing anything I needed to paint, along with an effort to paint more regularly. Oh, I managed for a bit. I bought some old pre-painted plastic Lord of the Rings tradeable miniatures to rebase and use for Skirmish Kids playtesting and photos. But then I ran into an occasional and irresistible dilemma: the purchase of opportunity...those must-have items you might not find again or might forget about later. And after that, well, my resolve quickly faded.

Tuesday, July 9, 2024

Support Indie Bookstores

The only important thing in a book is the meaning that it has for you.”

Somerset Maugham 

After my recent missive on summer reading recommendations I came to realize I’ve been short-changing independent bookstores I usually link book references to Amazon, just as an unthinking default, because the Internet Age has programmed us to do that. As with most conditioning, it takes an awareness of why we do certain things and then a conscious effort to undo that thinking and adapt different behavior. Independent bookstores have always struggled against big-box retailers like Barnes & Noble and other chains; the prominence of online conglomerates that can well afford to offer discounts and free shipping further endangers them. Although not everyone can afford to pay a little more to support their book-buying habits through independent bookstores, every little bit helps. We can wean ourselves off ordering books on Amazon to divert some of the money we’d spend anyway to support local, community merchants who appreciate our love for reading.

Tuesday, July 2, 2024

Signs of Games Past

 Think like a wise man but communicate in the language of the people.”

William Butler Yeats

I have two stand-up, flip page easel folios I use when running game events. They fold up flat, easily fold out into a standalone display, and inform attendees what game I’m hosting (and some other details, like rules summaries or historical context). I offered to loan them to my wife for a conference she was attending. So I had to remove all the letter-sized signs I’d slipped into the inserts; since I just keep adding signs and never really cleared it out, it reminded me of all the various games I’ve run over the past 10 years at regional game conventions and local game days.

Tuesday, June 18, 2024

Summer Reading Recommendations

To acquire the habit of reading is to construct for yourself a refuge from almost all the miseries of life.”

W. Somerset Maugham

Summertime. Perhaps I’m old-fashioned, but these lazy days call for the simple pleasures of books. (Though I regret, for many adults in our time, “lazy days” never really exist in any season...). We take books with us on vacation, to read in the car, at the beach, or whenever we find a moment to kick back and relax. We subject our children to local public libraries and their summer reading programs. We hope, often in vain, they’ll pick up some titles from the suggested summer reading lists sent home at the end of the school year (though I’ve not seen one since the “Before Times” prior to the covid pandemic). Do kids still read books over the summer? Is summer reading still a thing in a culture increasingly focused on its cell phones and other electronic devices? (A discussion for another time, perhaps.) In musing on the fleeting joys of summer reading, I thought I might make a few recommendations for titles which reflect my own interests in history and gaming; books I’ve read in the past Hobby Games Recce readers might also enjoy.

Tuesday, May 28, 2024

Remembering Axis & Allies Miniatures

 Success lasts only three seconds. After that, you’re the same as you were before you had it.”

Robert Shaw

My recent missive on print magazines — particularly my efforts to clip the most relevant articles from years of WWII History — reminded me how much I liked Avalon Hill’s Axis & Allies Miniatures game years ago. (Mark Painter’s nose-art-inspired advertising artwork also reminded me how much I enjoyed the game.) I bought into it when it released in 2005 and purchased occasional booster packs for the original and subsequent sets. Using the point system to create forces consumed most of my time, as I imagine it would for any collectible game where one builds a deck or combat unit. I mostly engaged in solitaire play, commanding each side in turn. I don’t recall much about the mechanics, but I remember I liked numerous aspects of the game; though ultimately the randomized booster packs necessary to maintain the collectible aspect became untenable. Like many games, it’s come and gone, forgotten after the initial buzz and now difficult to find, either in the original starter sets and booster packs or as single figures with cards on the secondary market.

Tuesday, May 21, 2024

“Mind Your Manners”

Always be tactful and well-mannered.... Avoid excessive sharpness or harshness of voice, which usually indicates the man who has shortcomings of his own to hide.”

General Erwin Rommel

I don’t remember why I was paging through my copy of Panzer Kids Deluxe recently, but among all the tank stats, optional rules, and scenarios I noticed the “Mind Your Manners” page. My Skirmish Kids rules, perpetually nearing imminent completion, also include a similar section. Both offer these guidelines to set a baseline of behavior at the game table. We often expect certain courteous and helpful behaviors when we get together with strangers or friends to play games; unwritten rules to help everyone get along a little more clearly. It reminded me of the important role these concepts play in helping young gamers – and even more adult gamers – navigate the emotions that accompany winning and losing. They’re also good maxims to keep in mind as we interact with each other, strangers and friends, in person and online, in our everyday encounters.

Tuesday, May 14, 2024

Twilight of Print Magazines

 I don’t expect to live forever, but I do intend to hang on as long as possible.”

Isaac Asimov

I’m rearranging some shelves in the office — a periodic activity, given the volume of books I have and continue adding to my collection — and I’ve come across some racks with old copies of WWII History magazine. I decided to peruse them one more time, extract any articles that interest me to arrange in a binder, and recycle the rest. The process reminded me why I like (and miss) magazines along with a few other observations.

Tuesday, May 7, 2024

The Peaceful Protester Scenario

 There may be times when we are powerless to prevent injustice, but there must never be a time when we fail to protest.”

Elie Wiesel

Once again I’m distraught seeing militarized police using brutal force against peaceful, unarmed protesters. Certainly my sensitive imagination and unfettered anxiety makes it easier to empathize with those speaking out against oppression (as if I ever had the immense courage to do so). I recognize the gross injustice deploying such heavily armed forces against those peacefully protesting for liberal and humanitarian causes while police sit back and tolerate right-wing fascist demonstrators equipped for potential violence (however unrealistically). Maybe it’s because I come from a field that values freedom of expression, free speech, and civil discussion to address the problems we collectively face. Perhaps I’m discouraged that I’ve seen forces of the militarized state used against otherwise peaceful or powerless populations before, both in my time and in barbarous episodes of our history. When I process these events, deal with the emotions and hopelessness they evoke, I often turn to games...usually as an escape, but in this case to reflect on the issue through the lens of gaming.

Tuesday, April 23, 2024

Modern Crisis Wargaming

 Tomorrow belongs to those who can hear it coming.”

David Bowie

I don’t usually promote Kickstarter campaigns for games, even ones I admire or back. A recent entry, however, demonstrates the value of wargames as tools to explore real-world issues. Usually we look back in time, examining conflicts from history with lots of established (and sometimes debated) research from which to draw information when crafting these simulation models. Professionals in the political/military sphere employ wargames to explore existing, developing, and future situations and possible outcomes. Sebastian Bae — a USMC veteran, wargaming consultant, and adjunct assistant professor at Georgetown University stands as one of the more visible designers at the forefront of this movement. Catastrophe Games is running a Kickstarter to produce BaeCrisis in Korea, a set of two “micro games” allowing players to examine the heightening tensions in that region. Both KTO Crisis and Loose Nukes promise to introduce current-issue wargames to a wider audience, from hobby wargamers and students to military and political professionals.

Tuesday, April 9, 2024

French & Indian War: Road Trip & Games

 My mission is in jeopardy as my Indian allies have murdered a captured French officer in my care, violating Articles of War. Plus, the French are quickly closing in on our position, so it is a ‘necessity’ that a fort is quickly constructed to shield us from attack....”

George Washington

View from Fort Ligonier with
fortifications and cannon.
Last week my son was off from school for spring break, so we planned a short overnight trip to some sights within driving distance that interested us: Fort Ligonier, Frank Lloyd Wright’s Fallingwater, and Fort Necessity...two of which catered to our interest in the French and Indian War. Last summer we visited Fort Ticonderoga and Crown Point in New York state; we’ve also seen skirmish reenactments at Fort Frederick. So we wanted to round out our exploration of the period with two more locations that broadened our understanding of the overall conflict. It reminded me of numerous wargames covering the Seven Years War in America, many of which serve as good introductions for kids and newcomers to the hobby.

Tuesday, April 2, 2024

Willing to Wait for sha-Arthan

Patience is bitter, but its fruit is sweet.”

Jean-Jacques Rousseau

Those who’ve followed James Maliszewski’s for a while know he’s quite knowledgeable about M.A.R. Barker’s Tékumel setting, having run a continuous campaign for nearly a decade and published a host of wonderful fanzines about the esoteric roleplaying game setting. But Barker’s creation — and its host of different game editions — carries the stain of his anti-Semitic novel Serpent’s Walk, published under a pseudonym in 1991 (as discovered through research by the Tékumel Foundation established to perpetuate his creative legacy). Fans have had to wrestle with this unearthed reality, some walking away from Tékumel, others continuing to embrace it, and many in between trying to find some acceptable balance between the creator and his creation. Maliszewski has discussed his betrayal at learning about Barker’s shocking past before, making many points no doubt shared with Tékumel fans grappling with this issue. Maliszewski has since channeled his creative energies into developing Secrets of sha-Arthan, a game evocative of Tékumel with his own interpretations and embellishments into a wholly original, more accessible setting. Who knows when it will be ready for release? All good things take time...and I am willing to keep my embers of enthusiasm burning as I wait however long to see it published.

Tuesday, March 26, 2024

Rules as Written, Game as Played

 The essence of a role-playing game is that it is a group, cooperative experience.”

Gary Gygax

Chevy Chase's character from
Community prepares to run D&D....
After last week’s missive about “rigid” and “free” rules I started thinking about the flexibility roleplaying games have always offered and the variable experience they provide when mixing a rules system with a setting, a particular gamemaster, and a certain group of individual players. Sure, all games provide some variability with different participants within the more rigid structure rules impose. But roleplaying games offer a lot of room for interpretation to suit different play styles: which rules a gamemaster relies on and which they use infrequently or even ignore completely; to what degree the participants focus on rules, character roles, or setting; where an adventure moves and how it involves players and their characters. Roleplaying games give us lots of freedom between the rules as written and how we run them, subject to interpretation and collaboration between everyone at the table. All these variables sometimes lead to inconsistent quality. Sometimes game sessions can be terrible; but with the right combinations, the experience can seem magical. Each person at the table and their interpretation of a game (internally as a mindset and externally through play) represents a wide-ranging variable...all of which can affect the course of the game and the satisfaction each person finds in it.

Tuesday, March 19, 2024

Rigid or Free?

 A key issue from the outset was whether it was better to codify the game system within comprehensive rules and charts or to base the modelling of movement and combat on the wisdom and experience of an umpire.”

Philip Sabin, Simulating War

Early wargame rules established two acceptable play formats: rigid and free. When military personnel started creating wargames in the early 19th century, an umpire or even a team of referees adjudicated wargame conflicts. Those in the “rigid” style adhered to carefully crafted rules governing many, if not all, possible actions and contests within a game scenario. The referee served as a knowledgeable intermediary, someone so immersed in the rules as to function as a reference when applying them consistently during play. This allowed players to focus on the action depicted on the wargaming table from the perspective of officers commanding troops in the field, much as they’d been trained. Those in the “free” style relied on their own military expertise and judgment to interpret the situations on the board, possibly also with some institutional doctrine and perhaps loose guidelines regarding conflicts on the battlefield. Free kriegspiel relied on an expert’s informed yet subjective opinion rather than established, comprehensive rules. As wargames evolved they branched in several directions, including professional and hobby as well as rigid and free. Free games continued to exist — especially in the military sphere or exercises like matrix games — but most games, especially in the growing hobby, skewed toward rigid. We can look at games in our own time through the lens of rigid and free play...but they primarily sustain the trend toward the rigid end of the spectrum.

Tuesday, March 5, 2024

“No Superlatives or Absolutes”

 The belief in a supernatural source of evil is not necessary; men alone are quite capable of every wickedness.”

Joseph Conrad

I believe games have a great deal to teach us about ourselves and the world around us, beyond simply the escape and enjoyment they provide (though these in and of themselves make them worthy). In times like these, where the world and society seem bent on tearing themselves apart – apparently indifferent to the humanitarian cost – we seek solace, however momentary, in our favorite pastimes. As I try processing all of this, I remind myself of a game-related maxim I’ve tried to bear in mind in my later adult years. I once applied it, along with numerous other guidelines, as editor for West End Games’ Star Wars Adventure Journal and other roleplaying game projects. It has, oddly enough, echoed beyond those years within the Star Wars film canon, though many ignored it as inconvenient. “No Superlatives or Absolutes.”

Tuesday, February 27, 2024

Learning from A Classroom Game

 All great deeds and all great thoughts have a ridiculous beginning. Great works are often born on a street corner or in a restaurant’s revolving door”

Albert Camus

When I was in high school way back in the early-mid 1980s – and totally immersed in roleplaying games as well as a few wargames – I pursued an idea for a nuclear war themed card game. I’d never seen Flying Buffalo’s Nuclear War, though the advertisements for it in Dragon Magazine probably lurked in my subconscious. My junior-year English teacher encouraged me in my game-design endeavors, to the point where she asked me to prepare a master to photocopy and trim so everyone in the class could give it a try. Looking back on it all these years later, it reminds me of a few lessons about creativity, production, and a game’s intention; lessons I failed to realize at the time but issues with which I’ve contended throughout my involvement in the adventure game hobby.

Tuesday, February 20, 2024

Everybody Wins: Modern Board Game History

We live for books. A sweet mission in this world dominated by disorder and decay.”

Umberto Eco, The Name of the Rose

As I get older and
our society stumbles through the Internet Age I’m acutely aware of the ephemeral nature of anything I find on the web. Online resources about the history of the adventure gaming hobby and the companies and people who produce our favorite game-related entertainment come and go. Bookmarked sites I used to rely on vanish without a trace. People move on from their website projects, which languish without updates or fade without support for a hosting service. While people can update and expand information on the internet, none of it matters if it eventually disappears. Print books, however outdated, still offer us a more permanent resources. Books about the adventure gaming hobby provide a snapshot of the state of affairs at the particular moment of publication. So I’m delighted when I see a volume like James Wallis’ Everybody Wins: Four Decades of the Greatest Board Games Ever Made documenting notable board games in the context of the prestigious German Spiel des Jahres award.

Tuesday, February 13, 2024

Say & Respect “It’s Just Not for Me”

 If passion drives you, let reason hold the reins.”

Benjamin Franklin

As members of the adventure gaming hobby and fans of many media properties related to it, we enthusiastically promote the things we love that provide us entertainment, respite, and joy. It’s a pretty human quality; we want to share our happiness with others to enrich someone else’s life and to make more like-minded friends so our community grows. We do this across the broad spectrum of our interpersonal interactions: at game stores, parties, conventions, family gatherings, in person and online, with anyone we suspect has similar tastes. Unfortunately the more specific we get – and even the more zealously enthusiastic we get – the more we risk turning someone off from the particular thing we like. We’re also susceptible to others vehemently recommending things we might or even should like if we consider ourselves part of a particular fan community. Sometimes something we love isn’t someone else’s “cup of tea.” And sometimes another person, even a close friend, recommends something that’s “Just not for me.” We should respect others’ decisions in what’s suitable for them and hope others afford us the same courtesy.

Tuesday, February 6, 2024

Complexity Fatigue

 Fools ignore complexity. Pragmatists suffer it. Some can avoid it. Geniuses remove it.”

Alan Perlis

I first immersed myself in the roleplaying game hobby through Basic Dungeons & Dragons and Advanced D&D, games whose multifaceted intricacies helped occupy my free time in my youth. But as I graduated from high school, immersed myself in collegiate studies, and later endured the real-world job market, I discovered I had little time and hence a waning appetite for games with such intricate complexities. I tried in those early college years to maintain my involvement in roleplaying games with friends back home. It took a streamlined, cinematic rules system with a media property I loved – Star Wars – to rekindle my interest in and love for roleplaying games. Since that transition I’ve leaned more toward “simpler” games for two reasons: my own play style preferences for “easier” rules and my urge to introduce games to newcomers who might immerse themselves int the adventure gaming hobby.