“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 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
“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.
“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.
“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.
“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.
“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.“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.
“I don’t expect to live forever, but I do intend to hang on as long as possible.”
— Isaac
Asimov
“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.“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 Bae’s Crisis 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.
“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
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.View from Fort Ligonier with
fortifications and cannon.
“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.
“The essence of a role-playing game is that it is a group, cooperative experience.”
— Gary Gygax
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.Chevy Chase's character from
Community prepares to run D&D....
“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.
“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.”
“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.
“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.
“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.
“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.
“Everything that exists is in a manner the seed of that which will be.”
– Marcus Aurelius
Many in the tabletop roleplaying game community have been writing and talking about the 50th anniversary of the release of the original, three-little-brown-books edition of Dungeons & Dragons in January 1974.* I do not own any of those primordial rulebooks, but I’ve seen bits of them and reimagined versions released under the Open Game License (OGL); my own preference remains the Basic/Expert D&D editions from the early 1980s, perhaps a more clear, organized expression of the core concepts expressed in those original little books (and even then I as a 12 year-old spent every moment of an entire weekend reading and trying to comprehend the Basic rulebook). While the rules for original D&D aren’t always clear or accessible (certainly by today’s standards), we cannot deny they represent the first published roleplaying game. We celebrate D&D’s release as an inceptive moment in the adventure gaming hobby; the event represents the birth of tabletop roleplaying games as a form of imaginative entertainment. So while we commemorate D&D’s birthday, we also say “Happy Birthday!” and, I would add, “Many happy returns!” to the tabletop roleplaying game hobby.
“I do love perusing the dictionary to find how many words I don't use – words that have specific, sharp, focused meaning.”
– Geoffrey Rush
Way back in second grade, after I had so much difficulty learning to read in first grade, I remember my teacher stressing to us the importance of using the classroom dictionary. The maxim seemed simple: if you saw a word you didn’t know, get up, go to the shelf, and consult the dictionary to learn its meaning. And we rarely bothered. Getting up, paging through the thickest book we’d ever seen, and rummaging around just for a word we didn’t know or to check spelling seemed like too much effort. These days, of course, we have online resources, spell- and grammar-check, and auto-correct. They’re great if we actively take advantage of them to improve our vocabulary and knowledge, but it’s far more tempting to simply rely on auto-correct to spell words properly (and reliance on that often leads to new problems).
“Imagination will often carry us to worlds that never were. But without it we go nowhere.”
– Carl Sagan
Jennell Jaquays passed away on January 10, 2024, after battling Guillain-Barré syndrome. I never met her, never corresponded with her. She left behind a rich, enduring legacy of work for the roleplaying game and computer gaming industries as well as advocacy work for LGBTQ rights. Although I have a few vintage copies of Judges Guild materials, they don’t include Jaquays’ Dark Tower and Caverns of Thracia (something I should remedy for my collection of “old school” Dungeons & Dragons material). But one piece of her artwork served as a major inspiration for me: the amazing full-color, double-sided 17x22 map of downtown Mos Eisley starport and the infamous cantina included in the first Star Wars Roleplaying Game adventure Tatooine Manhunt.During the New Year’s holiday our family played Star Wars The Clone Wars Game – A Pandemic System Game. It combined our enjoyment of Star Wars and games – and my particular admiration of cooperative games – in an immersive experience ridding the galaxy of battle droids, planetary blockades, and iconic prequel-era villains. The rules and procedures took a little while to understand; various elements draw on the Clone Wars themes, sending players across the galaxy pursing different strategies as turn-by-turn the overall tension increases. Designer Alexander Ortloff adapted elements from Matt Leacock’s innovative Pandemic mechanics to produce a suspenseful and immersive game experience evocative of the Star Wars: Clone Wars cartoon epics.
“Be at war with your vices, at peace with your neighbors, and let every new year find you a better man.”
– Benjamin Franklin
I enjoy the December holidays with their festive meals, gifts, and occasions to gather with friends and family; but I don’t care much for the far more sobering New Year celebration. Aside from cutting short the yuletide celebrations (those “12 Days of Christmas” that supposedly last until Epiphany), it heaps upon us even more obligations – to reflect on our accomplishments and advancements of the past year, to set goals for ourselves in the new one, to prepare for the austerity, culling, and organizing of the severe winter months – all onerous propositions after such extravagant indulgences of the holidays.