Tuesday, April 28, 2026

Packing A Battle in A Small Box

 “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.

Tuesday, April 21, 2026

Roleplaying the Dog

 “You cannot share your life with a dog, as I had done in Bournemouth, or a cat, and not know perfectly well that animals have personalities and minds and feelings.”

Jane Goodall

Someone in my social media recently mentioned my Heroes of Rura-Tonga sourcebook as a resource for pulp roleplaying in the style of the early 1980s television show Tales of the Gold Monkey. The short-lived series (lasting only one season, a whopping 22 episodes) followed a band of characters flying around the South Pacific in 1938, with all the international tension and intrigue that implies. No doubt fans had their favorite characters among the regulars, guest stars, and the secondary inhabitants of the home base island, “Bora Gora.” Among my favorites were the spunky one-eyed dog Jake and the Grumman G-21 Goose enabling everyone to fly off on various adventures and rescue them from tight spots every week. The show, along with my interest in World War II, inspired me to develop Heroes of Rura-Tonga as a more historically based pulp setting with a host of adventures to demonstrate the genre. I started writing it after completing my other period piece, Pulp Egypt. But my first dabblings with it came as a few convention events I ran using West End Games’ adaptable and cinematic D6 System. As I do for convention games, I created a group of appropriate pre-generated characters, many of whom emulated roles seen in Tales of the Gold Monkey...including the dog. And inevitably, even when I still (rarely) run Heroes of Rura-Tonga games today, someone, if not several people, enthusiastically want to play the dog.

Tuesday, April 14, 2026

Bibliography Validation

 “The reading of all good books is like a conversation with the finest minds of past centuries.”

Rene Descartes

Every so often I feel inspired (compelled?) to revisit topics I’ve explored in the past. My latest? Bibliographies, which I last featured in July 2024 in “Inspiring Citations.” That piece mostly focused on sources listed in bibliographies sending readers off to learn more about a game subject, whether for their own edification or incorporation in their hobby activities...a process that perpetuates itself as readers look at the bibliographies in those subsequent resources. And I’ll touch on that again here. But lately I’ve been finding bibliographies also give my frail self-esteem a sense that my past intellectual explorations have merit when I find sources I’ve read in the past listed in more current, relevant work. Bibliographies can send us off in new, exciting directions of personal and professional research as well as validate our past readings to remind us we’re on the right course.

Tuesday, March 31, 2026

The Language of Games

Therefore is the name of it called Babel; because the Lord did there confound the language of all the earth: and from thence did the Lord scatter them abroad upon the face of all the earth.”

Genesis 11:9

Language is a very dodgy code, even among those who purportedly understand the same one. Each word is paired with a corresponding meaning...often more than one nuanced meaning, depending on context. Humans “fluent” in a particular language don’t always have the same or a very precise sense of meaning for some words; dialects further confuse our understanding of the language code. I love hearing British slang terms, variations on the English language that only prove the adage “Two peoples separated by a common language.” We constantly use words that don’t mean what we think they mean. We garble our communications using words that impart imprecise concepts and attitude, whether on the phone, in texts and e-mails, even in person. The speaker and recipient frequently have different concepts of how words carry meaning and tone, especially in rushed, spontaneous conversations we fire off in our impatient, relentlessly rapid-paced society. Specialized fields often create and use their own jargon within the common language, further complicating communication, especially with outsiders. This frequently leads to a great deal of misunderstanding and emotional friction. I can only speak for those “fluent” in English, but the way we talk about the myriad diversions under the heading of “games” leads us to struggle as we constantly adapt to new perspectives and developments in the vast, ever-expanding universe of adventure gaming.

Tuesday, March 17, 2026

Choose Your Own History Path

 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.

Tuesday, March 10, 2026

One Battle, Multiple Games

 “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.

Tuesday, March 3, 2026

Morschauser’s Wargame Rules

 “It’s not what you look at that matters, it’s what you see.”

Henry David Thoreau

I’ve enjoyed many of John Curry’s volumes in his History of Wargames Project, from republication of early wargame rules and historical wargames used for training and analysis to treatises on matrix games and other serious wargaming. I recently acquired one that had previously eluded me, Joseph Morschauser’s How to Play War Games in Miniature: A Forgotten Wargaming Pioneer: Early Wargames Vol. 3. I was initially lured to it by the claim it included an introduction of a gridded play surface into miniature wargaming, but I pleasantly found it filled with intuitive, concise rules, options for basing, and overall solid advice for miniature wargaming newcomers just as relevant and inspiring as when it was first published more than 50 years ago. It was a refreshing affirmation of many miniature wargaming elements I’ve come to enjoy over the years: concise simplicity; based units; flexibility between open battlefield and gridded surface; flexibility between eliminating units or keeping a roster for a multiple hit system; and an overall informative and welcoming approach to hobby.