“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.