 |
| Gilder vs Griffith: Gettysburg on the telly - a Type (2) game? |
I was pondering a gentle conundrum from my
experience of wargaming during yesterday morning's walk
on the beach. Naturally, I couldn't just keep it to myself...
I guess that most of us started off in the
hobby with a handful of soldiers and a couple of books or magazines, and we got
fired up by the published photos of other people's efforts, and we maybe
visited a local club, and we probably filed away a vague ambition that one day
we would fight Waterloo (or Cannae, or Gettysburg) on our very own tabletop.
And quite right, too - what could be more reasonable, or motivating?
I had a total sabbatical from wargaming for
a period of maybe 12 years, and then from about 2001 until a few years ago I usually
played solo, which is OK to a point, and I took the opportunity to try out some
gaming situations that might not sit too comfortably in a social context. I
played some very unbalanced games and some very long-winded ones - sometimes
cued by a campaign narrative, and I tried some experimentation with sieges, computer-managed
miniatures rules, various things. In a solo session, it is instructive and entertaining
to see what happens in a game that would not necessarily be optimal for a
social get-together. This is not to claim any particular advantages in having
no mates - it is merely making the point that solo games do work, but have to
be approached in an appropriate way.
Of course, historical scenarios are always
appealing. I believe, however, that it's necessary to approach them with some
caution. During yesterday's beach walk, I was trying to consider the various
flavours of this.
(1) A deliberate walk-through - a
demonstration, maybe for a public event, or even TV (which is what we had
before YouTube). By this I mean that the tabletop proceedings are entirely
scripted, there is no randomising element, and the presenters are normally not
given any freedom to depart from the historical narrative, though they may, of
course, make reference to decision points and possible alternative courses of
action which were available to the original participants. Typically, these
events are very luxuriously presented, and have to make allowance for the
fact that the audience is going to include:
* true enthusiasts, many of whom will feel
the need to disagree with just about any aspect of the scenery, the OOB, the
recorded facts, the uniforms, the figure scale, the personalities etc etc.
* people who are casually interested in the
topic, and are keen to see it demonstrated - these will normally be less
difficult.
* those who have no real interest (they arrived
with their brother, or kids, or boyfriend, or just came in because it is
raining), but may enjoy the spectacle of the set-up - these people can be
alienated within about three minutes if the presenters forget about them.
This is such a specialised sort of event
that it probably falls outside the scope of what I was thinking about. I have,
on very rare occasions, been involved in such things - usually as a gopher or
box-carrier, and the pressures are mostly connected with logistics, rehearsal,
thorough research, professional-standard presentation.
(2) A game scenario - an actual game,
played competitively with rules. Such games are usually subtitled as a re-fight
of the original. The scenario may be fudged a little, to give each side a
chance of winning, or to simplify some tricky aspect of the real battle.
Typically, play will start at some key point (not necessarily the beginning), and
it may be limited to some localised part of the action (the Russian left flank,
the second day, whatever). The design of the scenario will reflect the rules
and the game-scales in use, and may also show traces of personal (sometimes
patriotic) bias. There are likely to be some scripted events within the game -
thus your Waterloo-scenario game will feature the arrival of the Prussians
around tea-time, and it is a safe bet that there will be a lot of fighting
around La Haye Sainte.
(3) A game, based loosely on a historical
event. It may be that the generals are given their original OOBs and allowed to
set up as they choose - any degrees of freedom are possible - for example, the
game may feature some what-ifs, to explore what would have happened if the
background to the battle had been different. The essence here is of a game
which has some similarities to a
historical event.
That's probably enough to be going on with.
In both of (2) or (3), the players are starting the game with some information
which their historical counterparts did not have.
* What actually happened, and why - there
may be a tendency to follow the history, even if it is a dumb thing to do (I write
with some sorrowful experience here); if we decide to do something else, the
reasoning behind our choice will still reflect some unrealistic level of
knowledge, or received analysis. The scenario rules themselves may be tweaked
to fit the history.
* The players, having turned up specially
for the day's event, know that they are here for the Battle of Waterloo, for example (which the original soldiers did
not), thus it is very unlikely that a preliminary contact between skirmishers
will be followed by Wellington marching his army off the table towards Antwerp.
All this is perfectly acceptable - a fine
time will still be enjoyed by all - it would be naive to expect any
unreasonable correspondence between the battle and the game. The game itself is
the thing.
What has intrigued me recently has been my
own involvement in designing such historically-based game scenarios. My usual
starting place is looking at someone else's scenario, and deciding I'd like to
improve upon it, to give a different size of game, or to correct (perceived)
distortions in the field or the troops, or to produce something more suitable
for my house rules. I admit that I do not need a particularly convincing
excuse to get involved in this, because it is the most enormous fun - books all
over the dining table, with index cards stuck in key references - Martinien,
Oman, Elting & Esposito, Dr Nafziger, Uncle Tom Cobley, and masses of online searches. Sheets
and sheets of scribbled notes. I have a terrific time, getting stuck into this
kind of thing.
The resulting game may not be perfect, admittedly,
but it will certainly have engaged a lot of sincere effort to produce it. The
thing which has struck me is that it may be a reasonable game, but if I take
part in it myself I find I can be distracted by all the things which I have
thought about during the research. In short, a designed scenario is maybe more
satisfying for players who have had less previous involvement!
I've always seen a strong appeal in the
situation offered by Howard Whitehouse's Science
vs Pluck game system (set in the Sudan Wars), whereby players are each
given just as much knowledge of the military situation and of the rules as they
need, and a god-like umpire who knows everything there is to know (or is authorised to make it up on the spot) runs the game. I have no
direct experience of such games, but I can see how that would make sense.
Anyway - none of this is any problem at all
- it may be a small argument in favour of the game designer being the umpire
rather than a player - it's worth thinking about. What intrigues me about this
is that the designer's previous work on the research may actually give him a
disadvantage in the game, which seems counterintuitive!
Fortunately it wasn't a very long walk, so that is as far as I got with my ponderings. Here are some gratuitous beach pictures.
 |
| Early morning vapour-trail graffiti - Scottish saltire? |
 |
| In it's day (when it was still working) this is reputed to have been the smallest working harbour in Britain |