Topic: Historical wargaming and the development of RPGs.
Started by: James Holloway
Started on: 2/20/2003
Board: RPG Theory
On 2/20/2003 at 12:53pm, James Holloway wrote:
Historical wargaming and the development of RPGs.
Over the last couple of years, I've been getting increasingly involved in historical miniatures gaming. And, although I'm just a young 'un and wasn't around for the early years of D&D as discussed in other threads on this forum, I'm noting a marked similarity between the way D&D is described there and the way historical mini games are today. I don't think there's an absolute correspondence, but I think a casual glance at the historical minis community would be rewarding for the student of RPG history, if only for comparative purposes.
If you pop on over to rec.games.miniatures.historical, or leaf through a copy of Wargames Illustrated, you'll notice, I think, a couple of trends:
a) systems very seldom include explicit instructions on "how to play." It is a basic assumption that you will be able to scrounge up or convert the figures you need, and that you understand implicitly concepts like "ground scale" and so forth. Many games don't include army lists, and it is assumed that you will either just use the army lists from another game(!) or that you will know your favorite army's orbat (and no one will tell you that this means "order of battle") well enough to just improvise it. One game published in this month's WI actually includes a section which says, basically, "I'm not going to include rules for this -- I know all of you have a favorite set of rules you'll use instead." Taken in this context, the vagueness of early D&D fits right in.
b) most systems are extremely idiosyncratic -- they reflect the author's personal views about the state of the hobby, and are conceived as part of a dialogue in which the other parts are other games. It is not uncommon for rules sets to include long ramblings by the author about why this game is "better" than some others. This doesn't really apply much to very early D&D, since it was essentially the only game in the field. But the idea of producing a generic product is not common.
c) most companies producing historical wargames of the miniatures variety are tiny cottage companies, indie as all hell. I can think of only one that isn't, and they're run by the same guys who turned fantasy minis into big business.
Now, there are a few significant differences between historical games and RPGs, and I'll touch briefly on them here:
1) the tension between design goals is seen as being a spectrum with "playability" on one end and "historical accuracy" on the other. Though, mind you, it is of course perfectly possible to create a game which is neither.
2) the contributions of other games are well-recognized and understood. Games frequently include "designer's notes" in which the influence of earlier games on the rules set is specifically referred to. Someone pointed this out ages ago (In Lawrence Schick's "Heroic Worlds?") and wondered why other RPGs don't do the same -- and of course, "awareness of context" is something Ron's been pushing for a while.
I'm not sure if I have a point; any other historical gamers on the board disagree with me? But I think that if you want to understand the way D&D in particular and early RPGs in general developed, you could do worse than to check out the historical wargames community.
On 2/20/2003 at 3:16pm, Ron Edwards wrote:
RE: Historical wargaming and the development of RPGs.
Hi James,
This is a fascinating post, because back in the early 80s, the insights you present here were almost universal common knowledge among the role-players I knew. Role-playing was considered, in the late 70s, to be a sub-set of wargaming, and in some groups, play was only carried out in the context of the events established by the larger-scale wargame rules. That's why people call extended role-playing a "campaign."
You also might be interested in how many RPGs existed within months of D&D's first convention release. In many ways, I think the hobby didn't start with a single innovator at all, but rather parts and pieces of what we now call role-playing were present all around the world - and were synthesized during a very brief post-D&D process of massive communication and experimentation. The earliest players included RuneQuest, Chivalry & Sorcery, High Fantasy, Tunnels & Trolls, and Melee/Wizard, among others that are almost 100% forgotten.
If you can, take a look at that very-first-version D&D some time. You'll be astonished at how little like a role-playing game it is.
Best,
Ron
On 2/21/2003 at 10:57am, James Holloway wrote:
RE: Historical wargaming and the development of RPGs.
Ron Edwards wrote: Hi James,
This is a fascinating post, because back in the early 80s, the insights you present here were almost universal common knowledge among the role-players I knew. Role-playing was considered, in the late 70s, to be a sub-set of wargaming, and in some groups, play was only carried out in the context of the events established by the larger-scale wargame rules. That's why people call extended role-playing a "campaign."
It's also, presumably, the origin of terms like "scenario" and "initiative," yeah? I wonder what else. An interesting piece of the dialogue about the nature of RPGs is the section of, I think, HIL Street Blues where the author affects not to understand why long-term RPG games are called "campaigns."
Ron Edwards wrote:
You also might be interested in how many RPGs existed within months of D&D's first convention release. In many ways, I think the hobby didn't start with a single innovator at all, but rather parts and pieces of what we now call role-playing were present all around the world - and were synthesized during a very brief post-D&D process of massive communication and experimentation. The earliest players included RuneQuest, Chivalry & Sorcery, High Fantasy, Tunnels & Trolls, and Melee/Wizard, among others that are almost 100% forgotten.
If you can, take a look at that very-first-version D&D some time. You'll be astonished at how little like a role-playing game it is.
Best,
Ron
Oh, I've seen it, but only with a sort of antiquarian fascination. I just wasn't around when it came out. But one of the things that has been discussed has been that, for example, T&T was an early set of D&D "house rules" that eventually evolved into something that wasn't really D&D at all. And this is something that's very common in historical wargaming -- I've never seen a historical wargame criticized for not being "innovative." They're not supposed to be innovative.
You make a good point about the RPG aspects being there in wargaming and being galvanized by D&D. The really interesting thing is that they're still there -- that almost-but-not-quite RPG material is still bubbling along in the historical wargames community, these days probably aided by feedback from gamers who also play RPGs. I can't recommend anything better than this month's issue of Wargames Illustrated as an example of this -- you've got a scenario in which the players play individual detailed big-game hunters fighting off unusually intelligent gorillas (with a foreword in which the author feverishly explains why this is not, look with a spot I damn it, fantasy), as well as two articles about adding detailed individual characters to campaigns, one in particular with tons and tons of "flavor" text.
So some of these games made the transition into being what we call RPGs, but there are many which are still in whatever phase Chainmail was in right before someone decided to knock off the armies and just deal with the heroes.
On 2/21/2003 at 1:58pm, Thierry Michel wrote:
I suppose you are already aware of this
http://www-personal.umich.edu/~beattie/timeline/1972-1979/dd.gif
On 2/23/2003 at 5:50am, b_bankhead wrote:
RE: Historical wargaming and the development of RPGs.
Ron Edwards wrote: In many ways, I think the hobby didn't start with a single innovator at all, but rather parts and pieces of what we now call role-playing were present all around the world - and were synthesized during a very brief post-D&D process of massive communication and experimentation. The earliest players included RuneQuest, Chivalry & Sorcery, High Fantasy, Tunnels & Trolls, and Melee/Wizard, among others that are almost 100% forgotten.
One major player in the evolution of the rpg and its separation from the miniatures wargame is conspicuously missing from your list. That game is Traveler. The first 'major' SF rpg was, more than almost any early game, a game that required a definite story. A lot of D&D was and is played out as series of loosley related miniatures scenarios. The default model of ,'go into the gilded hole ,kill the critters and take their stuff' simply didn't tranlate to a space game. A few people tried to run the game like D&D but it didnt work, the concept of walking through endless starship hallways blasting things with laser rifles and stealing their credits seemed stupid in a way it didnt in Dungeonland (actually i thought it seemed stupid there myself too..).
So when playing Traveler there was a premium for creating some kind of story. Usually it was A-team in Space, but the fact that they had a reason for all the gunplay was a big change from the pointlessness of Dungeonland.
This is also why it was a slow starter compared with fantasy. It has no easily grasped gamist default mode comparable to the dungeon crawl. The closest was a merchant campaign played with the trade rules, but that was more boring than the most dimwitted dungeon...........
So when the history of the big evolutionary between wargames and rpgs is charted I would put the branch closer the the release of Traveler. It forced most people to thing about rpgs games and differently as Call of Cthulhu would four years later....
On 2/23/2003 at 6:35am, Kester Pelagius wrote:
Re: Historical wargaming and the development of RPGs.
Greetings James,
Great post.
James Holloway wrote: Over the last couple of years, I've been getting increasingly involved in historical miniatures gaming. And, although I'm just a young 'un and wasn't around for the early years of D&D as discussed in other threads on this forum, I'm noting a marked similarity between the way D&D is described there and the way historical mini games are today. I don't think there's an absolute correspondence, but I think a casual glance at the historical minis community would be rewarding for the student of RPG history, if only for comparative purposes.
I don't know if this will be as interesting or insightful a post but, it is a unusual observation... probably from circa the mid-1980s and some of the games I recall.
Odd as it may sound just about every gamer I knew had a mini to represent their main character. In fact those of who didn't have one (or forgot to bring them to the game) were considered less than serious about our character. Yet these minis were seldom used for anything other than putting them on the table to show party order or, if there was a map, used as one might move a pawn on a game board.
Can't say if that observation is peculiar to some of the games I ran or not yet, at the same time, I can't say it's because we didn't know about wargames. I know I owned a few.
Ok, now for something redeeming. Here's a link to a good site about wargames. Web-Grognards ("The site for wargames on the web.")
Kind Regards,
Kester Pelagius
On 2/23/2003 at 10:47am, contracycle wrote:
RE: Re: Historical wargaming and the development of RPGs.
Kester Pelagius wrote:
Ok, now for something redeeming. Here's a link to a good site about wargames. Web-Grognards ("The site for wargames on the web.")
...and just to drive the point home... who recognisese the map on the Grognard Challenge on that page?
On 2/23/2003 at 4:35pm, Ron Edwards wrote:
RE: Historical wargaming and the development of RPGs.
Hi b',
Good call on Traveler - I agree with you entirely. My riffle through the mental Rolodex skipped an entry while typing ...
Best,
Ron
On 2/23/2003 at 5:10pm, Walt Freitag wrote:
RE: Historical wargaming and the development of RPGs.
Kester wrote: Yet these minis were seldom used for anything other than putting them on the table to show party order or, if there was a map, used as one might move a pawn on a game board.
Kester, I'm curious -- what else should or could a character miniature have been used for?
- Walt
On 2/24/2003 at 1:06am, Mike Holmes wrote:
RE: Historical wargaming and the development of RPGs.
Walt, I'm guessing that he means that they were never used for combat, just to mark where on the map the party was in a strategic fashion. Marching order just becomes the point of departure for "in the head" play. We played that way as well.
Gareth, I'm not sure, but I'm going to guess that the game on grognards is one pulled from the General magazine. It's most likely some battle in the Phillipines, WWII. I use grognard.com all the time.
Funny thing about Traveller is how it was presented along with all the minitatures battle stuff like Striker, and Snapshot, and along with the strategic level wargame, Imperium. Really a mixed bag of stuff. I loved the deckplans for the Azhanti High Lightning.
Mike
On 2/24/2003 at 3:29am, talysman wrote:
RE: Historical wargaming and the development of RPGs.
Thierry Michel beat me to posting the link that's been circulating lately (a wargamer's review and opinions on the recently-released game called dungeons & dragons,) so instead I'll mention something else, related to this quote from Ron:
Ron Edwards wrote: If you can, take a look at that very-first-version D&D some time. You'll be astonished at how little like a role-playing game it is.
not only was D&D very little like a role-playing game, but also: it doesn't mention role-playing at all. I scanned through the booklets a couple months ago, during some huge discussion here at the Forge about original D&D, and was a little startled. D&D was presented entirely as an individual-level tactics medieval fantasy wargame based around "dungeoncrawls" and wilderness exploration. role-playing -- in the pre-gaming sense -- was certainly at the back of gygax and arneson's minds, but it wasn't part of the game, so there were no rules for it.
On 2/24/2003 at 4:25am, Kester Pelagius wrote:
RE: Historical wargaming and the development of RPGs.
Greetings wfreitag,
Apologies for the confusion.
wfreitag wrote:Kester wrote: Yet these minis were seldom used for anything other than putting them on the table to show party order or, if there was a map, used as one might move a pawn on a game board.
Kester, I'm curious -- what else should or could a character miniature have been used for?
Well when I say used like a pawn on a game board I meant that rather loosely. We moved the characters around to roughly show our positions (mostly in towns and caverns) but we had no *rules* for movement. In fact sometimes we totally forgot about the minis sitting on the table till we needed to have a way to visualize the scene, then we had to quickly rearrange the minis (which always bothered those who kept grabbing them to line them up to show party order for some reason) so... well...
Guess you just had to be there.
Mostly we could have used rules for movement and followed them.
Kind Regards,
Kester Pelagius
On 2/24/2003 at 4:30am, Kester Pelagius wrote:
*link*
talysman wrote: I scanned through the booklets a couple months ago, during some huge discussion here at the Forge about original D&D, and was a little startled. D&D was presented entirely as an individual-level tactics medieval fantasy wargame based around "dungeoncrawls" and wilderness exploration. role-playing -- in the pre-gaming sense -- was certainly at the back of gygax and arneson's minds, but it wasn't part of the game, so there were no rules for it.
And for anyone wandering into this thread who would like to have a look see for themselves:
Here's a link to The Classic D&D Page, it has the first three OD&D booklets available for download in PDF format and much, much more. Check it out now!
Kind Regards,
Kester Pelagius
On 2/24/2003 at 4:37am, Kester Pelagius wrote:
RE: Historical wargaming and the development of RPGs.
Greetings Mike,
Mike Holmes wrote: Walt, I'm guessing that he means that they were never used for combat, just to mark where on the map the party was in a strategic fashion. Marching order just becomes the point of departure for "in the head" play. We played that way as well.
Yep, yep yep. That's it precisely.
Oddly enough we usually had a map (or a mapper) but never seemed to make full strategic use of our minis. Then again they were rather expensive bits of lead and (if you bothered) paint, weren't they?
Topically redeeming question: Did anyone ever use their wargame maps and chits in a RPG?
Kind Regards,
Kester Pelagius
On 2/24/2003 at 5:54am, Valamir wrote:
RE: Historical wargaming and the development of RPGs.
Kester Pelagius wrote: Topically redeeming question: Did anyone ever use their wargame maps and chits in a RPG?
AD&D came out with an absolutely HORRIBLE miniatures war game called Battle System. Its one redeeming feature, was that it had hundred of scaled counters for D&D creatures and troops, from peasants armed with pitchforks, to elven bowman, trolls, orcs, warg riders, etc. We used those counters all the time in place of minis.
On 2/24/2003 at 6:01am, b_bankhead wrote:
On the Decline of Miniatures in RPGs.
Kester Pelagius wrote: Greetings James,
I don't know if this will be as interesting or insightful a post but, it is a unusual observation... probably from circa the mid-1980s and some of the games I recall.
Odd as it may sound just about every gamer I knew had a mini to represent their main character. In fact those of who didn't have one (or forgot to bring them to the game) were considered less than serious about our character. Yet these minis were seldom used for anything other than putting them on the table to show party order or, if there was a map, used as one might move a pawn on a game board.
Can't say if that observation is peculiar to some of the games I ran or not yet, at the same time, I can't say it's because we didn't know about wargames. I know I owned a few.
As fantasy role playing games grew directly out of miniatures gaming, they have used miniatures from the start of the hobby. When I started in 1977 having a mini for your character was a very important investment in the avatarism, people went to great lengths to find and paint up miniatures that matched the conception of a particularly loved character. For the DM however, miniatures were an even bigger issue. It was considered quite the thing for a DM to have a nice liabrary of miniatures to represent the monsters he was going to throw at you. The typical sign of a DM ,as much as the little brown books, was the rattling box of miniatures they lugged around (particularly fashionable DMs got those little utility boxes with numerous plastic drawers for screws and bolts and such) A major issue in becoming a DM was 'do I have the money and time to paint and buy miniatures'?
As rpgs moved from miniature wargame to story orientation a curious thing happened, the use of miniatures began to decline. The visual focus of the game became the gamemaster and the players around the table rather than the table itself. More and more DMs began to rely on verbal descriptions and rely less and less on miniatures. Plus with the story orientation the issue of the value of the time and money spent on miniatures, painting them and so on would come to the fore. Money spent on a rpg magazine with story ideas was better spent that money for paint and lead as well as time. Likewise for players time was better spent mastering increasingly complex character genreation systems (like Champions) that the investment made in the lead avatar.
By about the time period KP writes about miniatures were just a vestige. A few people would still by minis for their characters and dress the table with them but often they would go ignored the whole game. Within a few years they stopped even that.
Some have argued that 3ED&D would revive miniatures but the the groups that I have seen running the game use miniatures very little. Games Workshop brought out what was essentially an rpg (The Inquisitor line) and then made the mistake of basing it around a limited line a of big (54mm) minis for a whopping $20 apiece. Not only did they prevent you from using the existing scenery/vehicles but you had to build as well as paint them. And for thak kind of money a GM would have to spend several hundred dollar to compile a decent collection of minitaures in this scale.
Of course the inquistor game didnt need any particular scale of miniatures as per the rules. Of course GW was keeping the fact that it was publishing an rpg a deep dark secret. (Inquisitor is essentially the only published W40K rpg) so the rpg crowd stayed away. But if GW cant float a miniatures based rpg ,I dont see how anybody else can. I think that miniatures have fallen and will never really rise again,
On 2/24/2003 at 2:30pm, Jack Spencer Jr wrote:
RE: Historical wargaming and the development of RPGs.
This talk of miniatures has got me thinking. AFAICS miniatures are mostly of use in a position-orientated combat system. One thing I've noticed about such things is they can be mind-bogglingly complex because of the man-to-man scale. Granted my experience with wargames is Chess, Checkers, Risk, Warhammer Fantasy Battle and that's pretty much it.
A RPG combat system of this nature is essentially a wargame at the man-to-man scale. Because of this, factors are taken into account that would seem superflurious or unnecessary or just too cumbersome in a troop scale wargame. Things like the variable weapon damages or the effect of armor on that damage (halves bladed damage, quarters blunt damage) and so on.
Maybe this sort of thing is only really, really bad on the homebrewed level. I remember thinking my friend's game was pretty bad in action with all sorts of situational modifiers to keep track of for special manuevers and such.
Anyone else feel this way or notice a similar phenomenon?
On 2/24/2003 at 3:35pm, Ron Edwards wrote:
RE: Historical wargaming and the development of RPGs.
Hi there,
Jack, I'm not sure if "bad" or "good" is really the issue so much as one of prevailing aesthetics. I remember the days that b' is talking about (~1979), and I must say, well-painted miniatures were often amazing works of art. Having people appreciate the actual labor involved was a big part of being respected as a practitioner of the hobby, just like the really spiffy screens and the binders full of hex/grid paper.
Kester's description is very accurate for a few years later, say, 1983. Most of the "facing" rules or other fairly close-focus* situational modifiers for combat were largely abandoned by then - frankly, given AD&D's one-minute combat round, it was hard to understand how they were supposed to be applying anyway. And in games like RuneQuest, the modifiers were applicable to the imagined/verbal map in everyone's head almost more easily without a map. It would be another five or six years before many people stopped caring about movement rates, but that eventually came as well.
But back to your point, I think the key issue is the time-scale of resolution. If a unit of "exchange" is reasonably modified by the issue in question, then all's good if that's what the game is about (immediate local circumstances). But if you have, say, a "facing modifier" for what is supposed to be a whole minute of bobbing, weaving, feinting, and essentially unmodelled local tactics, then people will swiftly ignore it in play.
The above paragraph assumes a fairly Simulationist task-orientation toward Fortune mechanics, historically speaking. Other modes of play, I think, are so much more oriented toward other "things" in conflict besides immediate logistics that the discussion would shift quickly elsewhere.
Best,
Ron
* I call this "fine-grained" but apparently "grain" is a problematic term for many.
On 2/24/2003 at 3:58pm, Mike Holmes wrote:
RE: Historical wargaming and the development of RPGs.
I'm not sure what phenomenon you're talking about? That miniatures when used actively tend to be used in a "Wargamey" fashion? Um, yup. That's the whole point of the thread, I think; that early RPGs were often, from today's perspective, played as wargames for all intents and purposes.
Yes, that's pretty much true.
Bad? You're criticizing the first four years of my RPG career pretty heavily there. I'd call it different.
In fact, I still like to play this way occasionally. For an interesting comparison, see the game Gladiator (often in a boxed set with Circus Maximus the chariot racing game). You design gladiators making about three choices, and then they fight and kill each other. Fun, fun, fun. Never intended to be an RPG, you can see what a man-to-man scale wargame is really like. For this sort of play, give me as many modifiers as you can find. Anyone play Advanced Squad Leader out there, or Star Fleet Battles? Two great wargames, with more detail than you can shake a stick at. I played SFB just a couple of weeks ago; great stuff. For this sort of game, detail is everything.
The basic difference between this sort of game and D&D when it came out, is that D&D was left a little (a little) more open-ended. Since the environments were not really all that set, and "encounters" could happen in the "countryside" or even in "town", the idea is put forth that one can put together any scenario that might happen to a character. This concept leads to the idea that characters can do "anything a person can do". And then further that one ought to play the character not as a playing piece, but as a person.
This is the development, mentally, of what RPGs could be in the first two years or so. I don't believe that either Gygax or Arneston envisaged any of this early on. They made a wargame that was just one-to-one, and very open-ended, and indicated a feeling of avatarism. The actual "role-playing", as we think of it, just developed as a natural extension. At best the early designers had a feeling that more could be done; but not until they'd played a bit did they realize what the range is. Nor have we yet realized all of it today.
And this is why we speak of the "wargaming heritage". There has never been a single point at which RPGs have just "jumped" away from being wargames (White Wolf notwithstanding; they talked about juming away from wargames, but did not). RPGs have gradually drifted away from wargames, but the imprimatur is still there (mostly, as I'm fond of pointing out, with the assumption that an RPG needs a combat system).
Today we have RPGs that cannot be said to be wargames in any way at all. But they are few, and the exception. People who play RPGs as though they are not wargames are the majority, however. But there are still a few that play RPGs with little attention to anything beyond what could be described as the "wargaming" details. Heck, I occasionally make Hero characters or whathaveyou, and just have them beat on each other for the tactical joy of it.
I feel old describing this. It seems to me like everyone should have observed the gradual trasformation and understand it implicitly.
Mike
On 2/24/2003 at 5:16pm, Thierry Michel wrote:
RE: Historical wargaming and the development of RPGs.
Jack Spencer Jr wrote: Because of this, factors are taken into account that would seem superflurious or unnecessary or just too cumbersome in a troop scale wargame.
Actually, many of the factors taken into account would be too cumbersome in a skirmish wargame as well (hit point tracking, for instance). It doesn't mean it can't be done (for instance naval games track the damage of each ship), just that it's not often worth it.
On 2/24/2003 at 5:36pm, Walt Freitag wrote:
RE: Historical wargaming and the development of RPGs.
Thanks for the clarification about the miniatures, Kester and Mike.
This sounds very similar to my early experiences. The first time I played D&D in '77, we had no miniatures. Instead, the GM had managed to obtain business-card-sized cards with blanks to fill in for character stats (from where, I don't know. They weren't homemade but I never saw them anywhere else.) This group used these cards laid out on a bare tabletop as rudimentary miniatures to establish marching orders and general locations such as who was inside or outside a room (but not specific locations on a map).
As a GM, I apparently regressed relative to the progression away from minis described in this thread. In my first significant game as GM (79-82), I used miniatures and a hex mat for combat -- and for any homebrew that uses the AD&D spell lists, I still do, mainly because of the irreducible tactical importance of areas of effect. Same goes for Hero system.
Wargamey? Perhaps. Caused by influence from war games? In my case, quite frankly, no. And though I know miniatures have a deep history among historical war gamers, my recollection of the late-70's-early-80's is that a resurgence in using (and retailing) military miniatures followed, not pre-dated, the interest in fantasy figures for role playing games. With arguably the most important "missing link" between the two being Jackson's Ogre.
- Walt
On 2/24/2003 at 6:49pm, b_bankhead wrote:
RE: Historical wargaming and the development of RPGs.
Kester Pelagius wrote: Greetings Mike,
Topically redeeming question: Did anyone ever use their wargame maps and chits in a RPG?
I know a couple of example of those who did use wargames for the strategic level of their games. One friend set a traveler campaign during the fifth frontier war, which was a grand strategic wargame GDW set in that section of the spinward marches. Every couple of weeks he would get a friend together to play a few rounds and then take careful notes as to what happened.
Events that happened at the wargame level filtered down to the rpg level. You might come out of warp to find your homeworld had been taken over by the Zhodani or in the middle of a debris cloud left over from a massive space battle, or a fleet being mustered for a coming battle, it made for a universe that was dynamic in a logical way but at the same time fairly undpredictable....
Another case I played in runequest game played in a campaign world set on the map for the wargame Divine Right. The major historical events for the world being set by notes taken from a single previous game on that map....
On 2/24/2003 at 7:09pm, b_bankhead wrote:
RE: Historical wargaming and the development of RPGs.
Jack Spencer Jr wrote: This talk of miniatures has got me thinking. AFAICS miniatures are mostly of use in a position-orientated combat system. One thing I've noticed about such things is they can be mind-bogglingly complex because of the man-to-man scale
And D&D is nothing if not position oriented, check out the modern Attacks of Opportunity rules, I can actually remember calculating the displacement of rooms in order to see who got engulfed in a fireball spell!
One of he earmarks of Rons 'fantasy heartbreakers' was for the combat system to add chrome that was appropriate to a system that was finer grained than D&D. Positional modifiers,weapon/armor class modifiers, special tactics etc, all reflected a longing for a finer time scale while still mantaining D&D assumpitons which were essentially those of a mass combat system directly scaled down with little conceptual modification.
Thats what I liked about BRP combat, It had the feel of being designed for individual combat,( it was the first system I ever saw to hand martial artists well) making armor be 'harder-to-hit' works out well when averaging hundreds of figures together but creates the wierd conceptual problems that D&D has on the individual scale level
On 2/25/2003 at 12:49am, Kester Pelagius wrote:
RE: Historical wargaming and the development of RPGs.
Greetings b_bankhead,
b_bankhead wrote:Kester Pelagius wrote: Greetings Mike,
Topically redeeming question: Did anyone ever use their wargame maps and chits in a RPG?
I know a couple of example of those who did use wargames for the strategic level of their games. One friend set a traveler campaign during the fifth frontier war, which was a grand strategic wargame GDW set in that section of the spinward marches. Every couple of weeks he would get a friend together to play a few rounds and then take careful notes as to what happened.
Events that happened at the wargame level filtered down to the rpg level. You might come out of warp to find your homeworld had been taken over by the Zhodani or in the middle of a debris cloud left over from a massive space battle, or a fleet being mustered for a coming battle, it made for a universe that was dynamic in a logical way but at the same
Even better, integrating wargaming with role-playing!
Of course you are probably unaware of just how lucky you were to experiance such a thing. Don't ask me why but role-players (at least in my experience) have been notoriously uninterested in wargames. It's almost as if they were werewolves and wargames was wolfsbane. I couldn't get my players to go near them, save of course to use a map from a space game or some such here or there.
And the wargamers I knew? A tight knit bunch. The sort that would play games at the game shop after hours and...
If you just left from your in-store game and forgot something inside heaven help you cuz they didn't like to let anyone back in and were not about to go out of there way to help you by walking the five feet from their game table to open the door and toss you your stuff, oh, no, wait they would do that if you refused to leave. But they weren't nice about it.
In fairness I only remember that happening once. Wasn't my stuff though so I have no idea if they were just like that or if they didn't like the guy in question.
So, wargamers, what's your take on why wargamers and role-players couldn't seem to get along for a while? (I would assume, the hobbyies having matured and grown up, that this sort of thing is no longer the case?)
Kind Regards,
Kester Pelagius
On 2/25/2003 at 1:50am, clehrich wrote:
RE: Historical wargaming and the development of RPGs.
This may be thread-drift, but it does sort of look like the thread has already drifted somewhat.
Kester Pelagius wrote: Of course you are probably unaware of just how lucky you were to experiance such a thing. Don't ask me why but role-players (at least in my experience) have been notoriously uninterested in wargames.
I think this really boils down to one of Mike's Standard Rants, which is why it surprised me somewhat to see him coming down on this subject as he has. To my mind, the integration of wargaming with RPGs, once the initial split was effected, becomes problematic because it clearly indicates a single focus for gaming: combat. This isn't specifically a Gamist thing; in fact, for many, I think it was really a simulation issue (in the broad sense). My own recollection is that the miniatures were supposed to make clear exactly what was happening in a combat, so you could imagine it better.
So once you shift away from the old conception that all RPG play is primarily oriented toward fighting, the miniatures and hex maps begin to seem atavistic. Certainly if an RPG is relatively low on combat, such an expenditure of time, effort, and money as the miniatures called for seems kind of wasteful.
In addition, wargame and miniatures structure the nature of what is simulated quite specifically. For example, truly three-dimensional combat becomes a nightmare (involving little pedestals with height markings and whatnot), such that doing a wild Hong Kong flying kung-fu scene seems more trouble than it's worth.
On 2/25/2003 at 3:24am, b_bankhead wrote:
RE: Historical wargaming and the development of RPGs.
Kester Pelagius wrote: Greetings b_bankhead,
Of course you are probably unaware of just how lucky you were to experiance such a thing. Don't ask me why but role-players (at least in my experience) have been notoriously uninterested in wargames. It's almost as if they were werewolves and wargames was wolfsbane. I couldn't get my players to go near them, save of course to use a map from a space game or some such here or there.
I think its an aspect of the era I entered the field,but it wasn't that uncommon. But I also agree as time went on the distance between the two increased,the number of people who straddled the line decreased. I tried for years to get interested in wargames and miniatures but they never took. I never saw any of the hostility you mentioned either. I think the tactical orientation and the story orientation are really different things and a different tastes.
On 2/25/2003 at 4:24am, Ron Edwards wrote:
RE: Historical wargaming and the development of RPGs.
Hmmmm, regarding the last two posts, I wouldn't be quite so quick to identify "story" with role-playing and "combat" with wargaming.
Despite the name, quite a few wargames were very concerned with the drama (small "d") of their content. Some historical ones integrated the personality quirks of generals into their rules because those quirks had played a role in real history, and so seeing how they might play out "again" was a priority of play. Others, based on various fiction, preserved the features of those stories as a basis for play, such as the John Carter of Mars game in which the villain inevitably kidnapped the hero's beloved and fled across the Barsoomian plains.
Conversely, many role-playing games, as we know, have either preserved combat as the central "go-unit" of play quite openly, or merely caused it to be central functionally despite rhetoric to the contrary.
Best,
Ron
On 2/25/2003 at 5:13am, Kester Pelagius wrote:
not a random encounter (this is a subject title)
Greetings Ron,
Some very good points.
Ron Edwards wrote: Hmmmm, regarding the last two posts, I wouldn't be quite so quick to identify "story" with role-playing and "combat" with wargaming.
Despite the name, quite a few wargames were very concerned with the drama (small "d") of their content. Some historical ones integrated the personality quirks of generals into their rules because those quirks had played a role in real history, and so seeing how they might play out "again" was a priority of play.
Indeed, that was the entire point of historical wargames. Which, now that I think about it, are precisely the sort my players (and friends) wouldn't go near.
Starship battles? Sure.
Magic Realm? Sure. (If you've never played this you've really missed out on a great RPG styled tabletop board/wargame.)
Arab & Israeli wars? Not a chance. Too many chits.
Sit around to play Warlock of Firetop Mountain? Maybe. (And then only if they forgot about my Dr. Who game.)
But the straight-up historical wargames, no. Not even my Middle Earth ones. Never understood why.
Ron Edwards wrote: Conversely, many role-playing games, as we know, have either preserved combat as the central "go-unit" of play quite openly, or merely caused it to be central functionally despite rhetoric to the contrary.
Depends on the game really. Which ones did you have in mind when you wrote that, Ron?
Kind Regards,
Kester Pelagius
On 2/25/2003 at 5:22am, M. J. Young wrote:
RE: Historical wargaming and the development of RPGs.
Valamir wrote:Kester Pelagius wrote: Topically redeeming question: Did anyone ever use their wargame maps and chits in a RPG?
AD&D came out with an absolutely HORRIBLE miniatures war game called Battle System. Its one redeeming feature, was that it had hundred of scaled counters for D&D creatures and troops, from peasants armed with pitchforks, to elven bowman, trolls, orcs, warg riders, etc. We used those counters all the time in place of minis.
Oddly, I used BattleSystem quite effectively to run a huge war following a run of Keep on the Borderlands, all adapted slightly for OAD&D play. There were many aspects of it which made massed combat of that sort a lot smoother to resolve. However, I did not use the chits or lay out the battle on the table at all--it was more the resolution mechanics for group vs. group and individual vs. group that were the lifesaver. I've more than once recommended finding a copy of the set to D&D players trying to figure out how to run a war within their D&D campaign.
We did use chits and maps when playing StarFrontiers; I'm not really sure why, unless it was that the referee thought the module required them. I recall three scenes in particular.
One was while we were on a spaceship fighting space pirates. She handled this well, as she only placed pirate chits on the board when one of us could see them; but having the map of the ship was probably more than we should have had, because I'm still not certain whether my character would have known how to find the bridge, the luggage, or the lifeboat, if they weren't clearly marked on the map on the table in front of us.
The second was an oasis in the desert, where I think the function was really to identify which characters were subject to attack by sand sharks, but we quickly figured out how to avoid walking on the sand.
The third was a set piece battle, and about the only thing we got out of it really was that the referee got so show what forces were on each side.
In all, I never saw much use in them. Once in a while if we needed to do character positions for some reason, we'd lay file cards on the table, or assign each character his own die, or use cups and other table objects to represent things. We never owned or used any miniatures, although there was a plastic dragon and I think a plastic figure of a knight who sometimes came to the table to decorate it.
We did have painted dice containers, which we put a lot of time into.
Incidentally, someone on the CGG list did a follow-up search on that article (the old D&D review) and came up with This: http://www.digitaldragon.org/blast_past/blast_04.html, a review of the Knights and Magick rules set which appears to have been written by the same Arnold Hendrick who panned the D&D rules in that review.
--M. J. Young
On 2/25/2003 at 6:24am, clehrich wrote:
RE: Historical wargaming and the development of RPGs.
Oddly, I used BattleSystem quite effectively to run a huge war following a run of Keep on the Borderlands, all adapted slightly for OAD&D play. There were many aspects of it which made massed combat of that sort a lot smoother to resolve. However, I did not use the chits or lay out the battle on the table at all--it was more the resolution mechanics for group vs. group and individual vs. group that were the lifesaver. I've more than once recommended finding a copy of the set to D&D players trying to figure out how to run a war within their D&D campaign.
M.J., you just reminded me of something. Years ago, when I was just starting to get back into gaming at the start of college, I was in a game store and I saw the BattleSystem. I'd vaguely heard that it was D&D-does-big-battles, and I asked about it. The guys in the shop were adamant that this simply wasn't true. They said that (1) it was badly written, and didn't play well; (2) it was not at all compatible with regular AD&D stuff; and (3) the "correct answer" was clearly Warhammer. I never looked at it, since I'd seen Warhammer and it wasn't for me. But my impression was certainly that this was a return to table-top miniature wargaming within the AD&D universe, rather than a smooth add-on to the game. Care to bring me up to date, as it were?
On 2/25/2003 at 8:57am, James Holloway wrote:
RE: Historical wargaming and the development of RPGs.
Ron Edwards wrote: Hmmmm, regarding the last two posts, I wouldn't be quite so quick to identify "story" with role-playing and "combat" with wargaming.
I've never understood this idea, which seems to be very common, that there is "combat" and there is "story." Surely there can be stories about war just like there can be stories about crime, or exploration, or... I dunno ... race cars or whatever.
If "combat" = "detailed tactical combat simulation," then that makes more sense. But many wargames have combat rules which are far less complicated than the average RPG, and they definitely have an emphasis on "story" elements -- or some games do, anyway.
I think the line isn't so clear.
Uh, I guess that comes out to "me too." Oh well.
On 2/25/2003 at 10:10am, contracycle wrote:
RE: Historical wargaming and the development of RPGs.
I had no problem with Battlesystem, used it several times and enjoyed it. In fact, when I saw the hit points at work in the mass system, they made infinitley more sense than they had 1-to-1 context. Sure, so a whole unit sustained hits till it reached X level, and we removed a figure - easy peasy.
Furthermore, the casting limitations oin MU's made more sense than they had previously, becuase they were there to make the MU's a predictable and accountable input to the battle... a magician who could cast fireballs ad infinitum might make an interesting PC, but couldn't be used for a wargame with any balance.
On the down side, Battlesystem also showed us just how broken D&D was for the kind of play we wanted to have. It became clear, as soon as we started constructing the armies, that you could do a hell of a lot with magic despite the restrictions (in fact, may of the things which saw little use in dungeoneering - cloudkill, blade barrier etc - got used a lot). I remember a unit of what, 3rd level elves in woods, IIRC, opening up with a barrage of magic missiles before the charge. Modern logic started to pervade the tactical decisionmaking; power levels escalated, and the armies got less and less "normal" and more and more like the wandering party on grand scale. Too much flash, not enough impact.
On 2/25/2003 at 12:36pm, Wulf wrote:
RE: Historical wargaming and the development of RPGs.
Kester Pelagius wrote: Greetings b_bankhead,
Even better, integrating wargaming with role-playing!
Of course you are probably unaware of just how lucky you were to experiance such a thing. Don't ask me why but role-players (at least in my experience) have been notoriously uninterested in wargames.
Anyone who knows Dream Pod 9's games Heavy Gear and Gear Krieg will realise they are designed to be played on both an RPG and Tactical Wargame level. We have had no difficulty when running a particularly large combat, in pulling out an ASL board and a collection of 1/300 microarmour and playing Tac scale with RPG rules...
Indeed, we brought back minis (25mm) for position in RPGs to avoid positional arguments in crowded situations:
"I hide behind the table!"
"You're nowhere near the table!"
"What table?"
It's all very well having a creative and fluid play style, but it helps if everyone knows what's going on...
Wulf
On 2/25/2003 at 1:29pm, Ian Charvill wrote:
RE: Historical wargaming and the development of RPGs.
Wulf's comment
Indeed, we brought back minis (25mm) for position in RPGs to avoid positional arguments in crowded situations:
"I hide behind the table!"
"You're nowhere near the table!"
"What table?"
Put me in mind of another quote...
Others find that figures, token or markers give focus to the action, and help in weaving together player imaginations. Arranging the investigators in marching order shows who can believably whisper to each other and who must shout, or it can show who is at the rear to attempt to listen for pursuers, or it can show who must first risk being entangled in a snare, and so forth.
from Call of Cthulhu (p.14, 5th Ed, 1992). The passage, "Figures; Playing Position", goes to some length to stress the optional nature of figures and so on. "Props may lend drama or end up looking silly." "...they also bring position and physical nature into the game in styles some may find obtrusive." "Many find that so-stressing the use of language and atmospheric description is the best way to play".
Third edition (1986) has a similar passage entitled "Figures and Focus" (p.10 or the Games Workshop printing) which does not hedge its bets anywhere near as much. "Though it can be played as a strictly verbal game many sessions of Call of Cthulhu, are played using miniature figures."
It's odd that while gaming in the eighties minis were a de facto feature of play for our group (my brother used to paint pretty well), and while we owned a small number of Games Workshop's licenced CoC miniatures, they never really featured during play of that particular game.
On 2/25/2003 at 1:52pm, Wulf wrote:
RE: Historical wargaming and the development of RPGs.
Re: Call of Cthulhu
I must agree, I have never used figures in CoC (other than to show off the lovely Grenadier monster minis - "It looks like this" - "Eeew!"). That game doesn't need careful positioning, as it's primarily a ranged game (as far away as possible, in most cases). We likewise have rarely, if ever, used minis in a SF game (despite massive collections of Traveller maps...). EDIT: except for the wargame-like tactical situations described above END EDIT. We only found them useful in close-quarters combat in crowded or crampd areas. It's not always easy to verbally 'map' a room to the mutual satisfaction of all concerned, and worse if the players are all adding to it. With a map, even a sketch on paper, everyone starts at the same point, and you can sketch on additions and changes. With minis, you don't have to ask as many questions about positions, lines of sight, etc.
But they are a damned nuisance at times. Particularly when the GM is expected to carry 50 lbs of them around every week...
Wulf
On 2/25/2003 at 10:47pm, M. J. Young wrote:
RE: Historical wargaming and the development of RPGs.
Chris Lehrich wrote:
M.J....Care to bring me up to date [on BattleSystem], as it were?
Chris, Gareth (Contracycle) has made some good points about it, but I'll fill in a few more. As I think about it now, although I've never thought this before (and it might not be true), BattleSystem might have contributed to our thinking behind the "one each" creature design in Multiverser.
I suppose that the problem, for those who either never played wargames or who never really made the mental connection between the two, is how do you run a combat with hundreds of fighters on each side? I've had parties reach as large as thirty to forty characters (including NPC's and henchmen), and when they go against a like number of adversaries you'll be all night resolving a single battle. War multiplies that incredibly. Now you've got as many groups of characters or monsters fighting each other. When a unit of dwarfs tears into a unit of goblins, you've got to have hit points for all members of both groups, attack rolls, armor class, bonuses and penalties--hours of work to resolve one clash. This is the problem that novice DM's periodically recognize when they write to me for advice on the matter.
BattleSystem's answer was to use averages. Every member of a unit has the same AC and the same chance to hit (if he doesn't, he is removed from the unit and becomes one of the individual heroes involved in the combat). Although in concept individual hit points within the unit vary, they have an average value that represents the hit points of one typical individual. They use uniform weapons (this is a unit of archers, that of swordsmen), and so they do uniform damage on average.
Now instead of rolling, you recognize that if 20 goblins each need to roll 16 or better to hit 20 dwarfs, fifteen will miss and five will hit. If they are each going to do an average of three points of damage, they've done fifteen points to the unit. The dwarf unit is now reduced that much. Similarly, if they have to make a saving throw and need to roll 11 or better, half of them make it and the other half don't. Dice are pretty much eliminated from unit-to-unit combat.
There was also a time frame adjustment. Individuals still used one-minute combat rounds, but units used three-minute rounds. This gave everyone in the unit appropriate time to act, or viewed another way allowed those in the front lines to act multiple times to make up for the fact that those behind could not act as effectively.
Contracycle comments about units of upper level characters using magic against opponents. We didn't have that problem because our world didn't have large numbers of such characters. Outside of a few exceptional people, the world and all its armies were zero-level characters. So we didn't have units of wizards or such, so I can't say how that would have worked.
Re: Multiverser "one each" characters, this is the idea that individual guardsmen and such don't need individual stats, but can all have the same damage value, target value, and strike values, and usually can be equipped the same way. This saves set-up time and reduces paperwork, as the referee need only have one example of the character and can have as many of them as necessary without customizing. Although that was not the argument behind the BattleSystem approach, it is functionally the same in outcome.
--M. J. Young
On 2/26/2003 at 12:52am, arxhon wrote:
RE: Historical wargaming and the development of RPGs.
i began playing rpg's in 82-83. There was mention in the Basic D&D book of using miniatures on grid paper, but this was not really emphasized. Same deal when i 'upgraded' to AD&D about 4 years later. For the most part, we didn't represent things on a map, and combat was always a slash happy affair where people could attack whoever they wanted, whenever they wanted. The idea never even occurred to us that maps could be used. Fortunately, there were no gigantic conflicts of the size of M.J. Young's description, but the largest i ran, with 13 characters against 20 or so enemies took forever....
I never saw anyone using miniatures for anything. Ever. I did see them in the store, like the Grenadier and RAFM stuff, and actually owned a few (halflings, some "adventurers", a dragon and the "Dwarf with an inferiority complex") but never considered them for use in the game.
Then i got into wargames around 1990 (Warhammer 40'000 Rogue Trader, sigh...the good old days), and things changed completely. I stopped playing RPG's for many years (you can blame White Wolf for that, the last year i really played was the year Wraith came out), except for the occasional 2E excursion (Undermountain).
When i did start a WFRP game up last year, i used maps and pencil drawn marks for the combatants positions. It made for easier representations of combat for everyone involved, and more exciting combats, where people would jump onto tables or hurl chairs at their opponents. I actually played a mass combat as well, which went along quite nicely (WFRP, using the WFB mechanics for resolving NPC groups, about 60 goblins against 30 or so humans and the PC's).
In short, i went the reverse route, from purely imagined combats to ones on graph paper. I still haven't used miniatures for RPG combat though, and probably never will.
On 2/27/2003 at 10:17am, Rob Brennan wrote:
RE: Historical wargaming and the development of RPGs.
Hi All,
(this is my 1st post so please excuse any formatting boo-boos)
I have found this thread interesting because it deals with the
relationship between RPGs and wargames. I've had a long-time
interest in both hobbies.
I think that much (but not all) of the comment here on the relationship between the two has been "through a roleplayer's eyes". IMO this limits the depth of the discussion a bit.
For instance, there has been a lot of talk about the nature of wargames seems (to me) to refer to an older model of "how
they work". Remember that formal hobby wargames aren't really
that much older than RPGs at this stage :-) There has been parallel rules development ongoing in the wargames world. This has resulted in a new breed of wargames rules (especially for miniatures) that have a very different feel.
These new rules are generally based on top-down rather than bottom-up (raw simulationism?) design. Thus they are simpler to play, generally require little or no record keeping *and* provide a better model of battlefield mechanics than the old sets. I think that these rules are, in a way, more like narrativist RPG designs because they focus on modelling conflict outcomes rather than simulating the details of what's happening on a blow by blow basis.
Two examples of the sorts of rules that I'm talking about are:
- DBM (De Bellis Multitudinis), which is a set of large scale (c15K guys a side) ancients wargames rules.
http://www.richardbodleyscott.btinternet.co.uk/dbm.htm
- Crossfire, which is a set of WWII infantry combat rules.
http://www.10mbfree.com/crossfire/
DBM and it's little brother DBA have been responsible for generating a huge amount of new interest in the Ancients period. This is largely due to the elegance of the design IMO.
This stuff may seem a bit incomprehensible to GW players but in fact the GW style of rules is still based in 1970's-style wargames. FYI this is the stated position of the rules authors, I'm not trying to be contentious.
The above types of games represent one thread of development in wargames which is based around a traditional or compeditive style of play. In addition to this there are wargamers who prefer history, modelling etc to even the abstract "simulationism" embodied in the rules above. Many of these people have moved away from traditional "toy soldier" type rules and play games that are very recogisable from a RPG/freeform PoV. See the Wargames Developments web-page for more details on this:
http://members.lycos.co.uk/TomMouat1/Index.htm
A major part of this movement is the use of "Matrix Games" which make use of structured arguments invented by the players rather than any formal rules to control play. Possibly a true narrativist wargame?
Anyway I hope this has been of some interest.
rgds
rob
On 2/27/2003 at 2:28pm, James Holloway wrote:
RE: Historical wargaming and the development of RPGs.
Rob Brennan wrote: Hi All,
Two examples of the sorts of rules that I'm talking about are:
- DBM (De Bellis Multitudinis), which is a set of large scale (c15K guys a side) ancients wargames rules.
http://www.richardbodleyscott.btinternet.co.uk/dbm.htm
- Crossfire, which is a set of WWII infantry combat rules.
http://www.10mbfree.com/crossfire/
Hi Rob, and welcome.
Yeah; the thread kind of went loopy from what I was hoping to have it be, but that's the nature of these discussions.
DBx is a strange game, I think; I own DBA and have a couple of armies for it, but I feel like it doesn't actually do what I want it to do very well. One of the reasons is a weird historical nitpick on my part, but the other one is kind of interesting.
For those of you unfamiliar with the game, I'll give a very brief description of the rules.
Players control armies made up of "elements": each element represents a certain number of troops. Rather than paying attention to the detail of their equipment and weapons and so forth, DBA classifies them into a number of abstract categories: infantry elements can be Spears, Blades, Pikes, Auxilia, Psiloi, Bows, Warbands or Hordes; cavalry can be Knights, Cavalry, Light Horse, Elephants, or Camels... and so on. Each of these then has a combat value, which is modified depending on the type of troops it is fighting (thus bows are good against cavalry but poor against infantry, while Blades are great against infantry but merely OK against cavalry and so on).
DBM, the advanced set, further classifies them by quality: thus a unit of Blades can be Blades (Superior), Blades (Ordinary), Blades (Fast) and so on.
That's the basic framework, and from looking at that you could think that this is a really abstract combat game: firstly, it doesn't distinguish between weapon sets within the same category -- so a Viking with an axe and a medieval footsoldier with a halberd are both Blades, because they use the same tactics. It doesn't matter to the game what weapons or armor the guy is carrying; it matters how those weapons and armor make him act. Secondly, the game abstracts combat results: it doesn't matter that two units are touching -- this could mean that they're fighting hand-to-hand, or maybe shooting from short range, or maybe a little bit of both. They're fighting. It doesn't matter whether the troops are all dead, or running away, or whatever. They're out of the fight.
Interestingly, this idea gets carried over into a fantasy wargame based on DBA which is called Hordes of the Things (HOTT for short). Some bright spark realized that since an element in DBA was just a "Blade" or whatever, it didn't matter what it was -- it could be an orc or a skeleton or an elf or anything. So troop types for fantasy wargames were added (flying things, giant monsters, heroes, etc.) and away you go!
But there are still a lot of elements in DBA that are... I hesitate to say "left over" from other conventions of wargames design. So, for example, there's a convention for figuring out how many guys an element represents, depending on how the unit would be spaced out. This kills DBA for me, because I can't shake free the image that there are tens of thousands of guys on a side in my armies, and I know such pitched battles in the period I want to recreate were extremely rare. And there are raging, heated debates over the army lists, because army lists determine the percentage of what types of elements you can have in your army, and these in turn are based on historical research ... often of very scanty or unreliable sources. DBM actually solves this problem by putting the army lists in separate books: if you prefer your own interpretation, just figure it out for yourself.
So I know that we can't possibly apply GNS to tabletop wargames, but if we could I would say that DBA is an example of "incoherent" design -- but it's mostly functional. Almost all groups use some kind of drift, usually regarding the controversial BUA and Light Horse v. Pike rules.
To go back to the business side of things, the company that makes DBA is teeny tiny. Seriously. It's small by RPG company standards, and the DBx games are probably the most generically popular historical ruleset short of Warhammer Ancients. The production values of the game are appallingly poor. I could do better in a week, and I don't know thing one about layout or art. It would be punk as all hell, except that it's a leading light of the wargames industry.
On 2/27/2003 at 3:05pm, Jack Spencer Jr wrote:
RE: Historical wargaming and the development of RPGs.
James Holloway wrote: So I know that we can't possibly apply GNS to tabletop wargames, but if we could I would say that DBA is an example of "incoherent" design -- but it's mostly functional.
Egad. I really, really hope "incoherent" doesn't become the new "roll-playing" to designate a style or approach one doesn't agree with or like and , thus, it's inferior.
TBH James, what you'd described about DBA ddoesn't sound incoherent to me, but I'm going completely by your description here.
On 2/27/2003 at 3:13pm, James Holloway wrote:
RE: Historical wargaming and the development of RPGs.
Jack Spencer Jr wrote:James Holloway wrote: So I know that we can't possibly apply GNS to tabletop wargames, but if we could I would say that DBA is an example of "incoherent" design -- but it's mostly functional.
Egad. I really, really hope "incoherent" doesn't become the new "roll-playing" to designate a style or approach one doesn't agree with or like and , thus, it's inferior.
TBH James, what you'd described about DBA ddoesn't sound incoherent to me, but I'm going completely by your description here.
Good God, no. I mean that it's trying to do two things at once:
1) provide an abstract set of combat rules, and
2) model the constructions of real historical armies
I think it does 1) well but this hampers its ability to do 2). Basically, it's fallen between the two historical mini game objectives of "historical accuracy" and "competitive enjoyment." It tries to do both and is hampered by this -- this is what I take incoherent as it is usually used to mean. No?
Oh yeah; I forgot to mention that armies are *fundamentally* unbalanced. I have a Vikings army and a pre-feudal Scots army and the Vikings pretty much always win. Because this is historically accurate; they were better. They won more often. And yet the game has tons of rules which are supposed to facilitate its use in tournament play... and as a result, you never see certain armies being played. Cause no one likes tournaments which are nothing but them getting whupped. So which is it? A chess-like competitive game or a historical simulation?
On 2/27/2003 at 3:53pm, Jack Spencer Jr wrote:
RE: Historical wargaming and the development of RPGs.
James Holloway wrote: Good God, no. I mean that it's trying to do two things at once:
1) provide an abstract set of combat rules, and
2) model the constructions of real historical armies
I think it does 1) well but this hampers its ability to do 2). Basically, it's fallen between the two historical mini game objectives of "historical accuracy" and "competitive enjoyment." It tries to do both and is hampered by this -- this is what I take incoherent as it is usually used to mean. No?
OK. Yeah, I think this is what incoherency is, confliction goals of play in the same game. I've just noticed the term cropping up a bit and I know that eventually it will be used in the roll-playing context.
Oh yeah; I forgot to mention that armies are *fundamentally* unbalanced. I have a Vikings army and a pre-feudal Scots army and the Vikings pretty much always win. Because this is historically accurate; they were better. They won more often. And yet the game has tons of rules which are supposed to facilitate its use in tournament play... and as a result, you never see certain armies being played. Cause no one likes tournaments which are nothing but them getting whupped. So which is it? A chess-like competitive game or a historical simulation?
Well, it obviously can't be chess-like since the sides are not exactly equal. This may be a matter of perspective. Someone with a gamist perspective will see it as a strategy game using historically accurate information as the areana of the challenge. Like that scene in Gladiator where they reinacted that battle Crowe's group was supposed to lose. Someone might play pre-feudal Scots against Vikings because they want the challenge of trying to win with a lesser army, to see how close to victory that can geth, as it were. And this is just one gamist perspective. Another you seemed to indicate with the idea of balance armies and equal challenge. And so it goes.
On 2/27/2003 at 3:53pm, Rob Brennan wrote:
RE: Historical wargaming and the development of RPGs.
James Holloway wrote:
Good God, no. I mean that it's trying to do two things at once:
1) provide an abstract set of combat rules, and
2) model the constructions of real historical armies
I think it does 1) well but this hampers its ability to do 2). Basically, it's fallen between the two historical mini game objectives of "historical accuracy" and "competitive enjoyment." It tries to do both and is hampered by this -- this is what I take incoherent as it is usually used to mean. No?
Many of these issues are resolved in DBM. It is true that a large proportion of it's popularity stems from its suitability for tournament-style play but there are also large numbers of people who happily use it for both historical scenarios and campaigns. In fact many play principles shift subtly when used in these different manners. This is a real strength of the rule-set, is a tournament game a "historical simulation"? - no not really. But when played with suitable game parameters it does a really good job of being a simulator (at the battle level), much more so than previous generations of "detailed" rules-sets.
Anyway my main point was not to evaluate the merits of these games but rather to point out that they represent a quantum leap in game design (both in terms of historical simulation and playability) within the wargames area. This parallel evolution of wargames goes largely unnoticed by RPers because they are not mass-market items like GW (+imitators) and "wargame" extensions/supplements for many RPGs are very "retro" in wargames terms.
rgds
rob
On 2/27/2003 at 4:07pm, James Holloway wrote:
RE: Historical wargaming and the development of RPGs.
Rob Brennan wrote:
Many of these issues are resolved in DBM. It is true that a large proportion of it's popularity stems from its suitability for tournament-style play but there are also large numbers of people who happily use it for both historical scenarios and campaigns. In fact many play principles shift subtly when used in these different manners. This is a real strength of the rule-set, is a tournament game a "historical simulation"? - no not really. But when played with suitable game parameters it does a really good job of being a simulator (at the battle level), much more so than previous generations of "detailed" rules-sets.
Yeah, I have my own personal reservations about this, largely based on the way Hastings plays out in DBA (you can't "soften up" a target with missile fire), plus the usual BUA and Light Horse things. But to go on about it would be OT. So I'll move on. Don't get me wrong, I like the game and recognize its many excellent features.
Rob Brennan wrote:
Anyway my main point was not to evaluate the merits of these games but rather to point out that they represent a quantum leap in game design (both in terms of historical simulation and playability) within the wargames area. This parallel evolution of wargames goes largely unnoticed by RPers because they are not mass-market items like GW (+imitators) and "wargame" extensions/supplements for many RPGs are very "retro" in wargames terms.
rgds
rob
Yes, they sure are. This seems to me to be largely because RPG design influences are coming back across -- and the kinds of RPGs which usually have wargames attachments are based on design traditions stemming from older wargames.
A great example would be Gear Krieg. I mean, rules for determining whether the radio in a particular tank is knocked out? That's a very RPG-y kind of mechanism, and I would normally only expect to find it in verrrry small-scale games; but GK isn't really one of them.