Showing posts with label wargames. Show all posts
Showing posts with label wargames. Show all posts

Tuesday, February 16, 2016

Campaign Turn

 photo wargame_zpsgxbwna2r.jpg
One of the features of wargames to make its way into early roleplaying games is the campaign turn. In wargaming, campaign turns are usually associated with strategic planning and operations, such as moving and staging troops or engaging in subterfuge. For example, Piquet's Theater of War provides rules for linking together one of Piquet's many tactical wargames into an extended campaign. As described by Victor at Operation: Wargaming!
Having picked the time period already, I needed to select the scale of the game. Theater of War (ToW) has three to chose from; Strategic, Grand Tactical and Tactical. The strategic covers an estimated 4000 x 4000 sq. miles and uses the seasons, Spring, Summer, Fall and Winter for the campaign turns. This was too large for what I had in mind.
Grand Tactical covers a smaller area roughly 400 x 400 sq. miles and uses months as a campaign turn. So 12 turns equals a year. This is more in line with what I was thinking.
The tactical covers an area of 50 x 50 miles and the campaign turn is a week and the campaign ends after the 4th week or more.
Allocating a block of time in-game to resolve certain kinds of action wasn't at all uncommon in roleplaying games back in the day. Searching for rumors or a patron is a week-long activity in Traveller. Original, little brown book D&D uses the week as the basic scale of time-keeping, with one day devoted to dungeon exploration and the rest to rest and refitting: "The time for dungeon adventures considers only preparations and a typical, one day descent into the pits." A campaign turn in Boot Hill is a week or a month at the referee's discretion. The knights in Pendragon typically have one adventure per year. En Garde! turns are one week long, and the game also uses the month and the season as units of time in resolving action.

The month also appears in Flashing Blades as a standard measure for resolving campaign-level action. Career commitments are measured in months, as is the time spent for gaining new skills, practicing martial skills, or pursuing minor jobs; frex, a priest's annual commitment to performing his duties is six months, with the other six months available for training, practice, pursuing another career or job, or, most importantly, adventuring. Interestingly, the time commitment for a career is flexible: "Each year, a Priest must spend six months, distributed as he likes, performing his religious duties." This gives many careers the feel of a sinecure rather than a nine-to-five job, but it's not inconsistent with how some offices were administered in l'ancien régime.

There is a significant exception to this flexibility: the military campaign. Soldiers and knights on campaign are committed for six months to action at 'the front,' which is resolved through a fun mini-game which condenses the action into three 'encounters.' These encounters begin with the risk of wounds, then may lead to a special event such as an individual battle with an enemy soldier while defending a strategic position, breaking out after being surrounded, or capturing an enemy's flag. Prisoners may be taken and ransom and booty claimed. Military campaigns are waged over six consecutive months, as determined by a die roll, and adventurers whose units are on campaign must serve. The campaign mini-game draws many FB players to military careers for their characters.

Campaign turns in wargames often condense large swathes of activity, particularly involving strategic movement and logistics. Avalon Hill's Kingmaker was a good example of this, with a player's turn involving moving his faction's nobles and their pretenders until a battle broke out or Parliament was convened, in which case the action changed to tactical level combat between forces or the negotiation and treachery of marshaling votes and declaring a king; The Rise and Fall of the Third Reich, another AH board-and-chit game, begins each turn with allocating basic resource points to simulate the logistics of production and supply, followed by strategic movement, and it's only after these are resolved that combat between fleets and armies may take place.

In a roleplaying game, campaign turns may be an opportunity for a mini-game, such as the aforementioned military campaign for Flashing Blades or the cattle drive mini-game published in Reilly Associates' Variant magazine back in the early Eighties for 2e Boot Hill, or they may be something akin to one or more sorts of montages. One could, for example, imagine a Flashing Blades' priest's six months of "religious duties" as a series of vignettes: collecting alms for the poor, praying in his cell, saying Mass, leading a saint's day procession, hearing confession, and so on.

As a referee, I often find myself asking the players something like, "Tell me what it is you want to accomplish," instead of asking for single, discrete steps - "You want to find out if Baron de Bauchery was in town, so first you'll talk to the innkeeper at the Black Swan, and after that you'll take to the innkeeper at the Roe Deer, then . . . " becomes, "So you want to make the rounds of the local inns to find out if the Baron de Bauchery was staying in town when Princess Pinkflower disappeared? Tell me how you plan to approach this." Do they offer bribes? Do they attempt to intimidate the innkeepers? Do they present themselves as allies of the baron? Smart players will use campaign turns similarly, as an opportunity to pursue long-term character development and engagement with the game-world; perhaps our FB priest will use his six months of pastoral obligation to become acquainted with a seigneur and his family, or to research conflicts between Catholics and heretics from the Wars of Religion in his parish.

Beyond a means of condensing routine, non-'adventuring' action, campaign turns also perform an important pacing function. Rising action isn't rising action with falling action for contrast, and campaign turns serve as an opportunity for the campaign to periodically catch its breath. This can help a game-world feel like a living place, where the adventurers follow seasonal rhythms or discharge their responsibilities as figures in in-game society. My first experience playing in a 3e D&D campaign found our characters climbing multiple levels in mere weeks in-game; coming directly from a 1e AD&D background, with steeper experience point requirements and rules such as required training intervals to gain levels, the effect was disconcerting. In my experience, allowing the campaign to proceed in verisimilar cycles contributes to immersion in the game-world.

Monday, August 12, 2013

How Not to Write Ad Copy

A war- and strategy game about condottieri? Right in my wheelhouse.

This game about condottieri?
This is a game that plays just as well with 2 players as it does with 8. You recieve fully customizable armies ready for medieval warfare, and you also receive Sterritt Strategy’s unique terrain system. Great for any gamer who thinks chess could use more realism, Diplomacy© and Risk© lack tactical skill, or might not have the time or space for classic War Games with miniatures. This is for gamers who want a strategic platform that they can tailor to their an hour of leisure time, the rainy afternoon or their multiple weekend long campaigns.
More realistic than chess, and more tactical than Diplomacy? Have you guys ever played Diplomacy?
These 5 ½ inch hexagonal boards make map making both quick and fun;no two battles will be the same, while allowing for easy map recreation. All Hex Boards are made to fit with any rotation and by using the interior gold numbers allow players start their armies, objectives and other entities on any uniquely designed map without having opposing armies land directly on top of each other when starting your conflict.

Each edition comes with a varied selection of these boards, and over the years we plan to increase our selection of prints for the boards to further enable players to easily expand play in the many years to come.

Also all of our Hex Boards are water resistant. This is to ensure board longevity even with some of your clumsiest friends. While it won't protect from stains like grape juice or red wine, it will protect against all manner of damp conditions.
While one of my first considerations in choosing a board game is how resistant the board is to "all manner of damp conditions" - grape juice or red wine excepted, of course - I'm also interested in games in which the terrain is more varied and depicted with some greater amount of panache than shades of green hexes against a green hex background.

There may be a really great game in here somewhere, but the copy does nothing to tell me what's great about it, and if they're relying on the pictures of the rather boring modular boards and utterly pedestrian counters to sell me on it, well, sorry, that's not going to get it done.

I want to spend my money on a game about condottieri, guys. I am your target market. But you gotta up your game.

Thursday, January 10, 2013

Catching Up with Gonsalvo

Gonsalvo at Blunders on the Danube recently concluded continued his series of posts on his Seventies-vintage English Civil War armies.

English Civil War: Royalist Infantry: pt 2
English Civil War Parliamentary Infantry pt 2
Royalist Cavalry pt 2
Royalist Infantry pt 3

As I was doing some prep the other day, I reflected on the fact that it's April 1626 in Le Ballet de l'Acier, our Flashing Blades campaign, and for all intents and purposes, it's the last year of peace for France for decades to come. I think this is the year I need to start building my own TYW miniatures army, for the conflicts ahead.

Friday, November 2, 2012

Royalists on the March

Gonsalvo at Blunders on the Danube parades his vintage Royalist infantry. What's remarkable about them, aside from the fact that ECW armies simply look cool, is the date when they were painted - check out the link to see.

Gonsalvo cites Gary Gygax's ECW rules, Cavaliers and Roundheads, co-authored with Jeff Perren, as one of the inspirations for his cavalier army, and once again, I'm left to speculate how the history of roleplaying games might've gone had GG based his game on C&R instead of Chainmail - Musketeers and Mages, anyone?

Addendum (7/12/12): Part 2 is posted as well.

Friday, August 31, 2012

Unleash the Spanish Fury!

By way of Mitch Williamson at War and Game, I discovered Spanish Fury and Very Civile Actions!, a pair of sixteenth and seventeenth century wargames released by The Perfect Captain.

The Prefect Captain describes himself . . . er, itself, thus.
We are a small group of gamers with some big ideas! We like to play and design boardgames, miniatures rules, and campaign games for a host of periods. We have a yahoo group that supports our products. By the way, maybe we should mention that our goods are totally FREE!
Spanish Fury includes rules for land battles and skirmishes, sea battles, sieges, individual duels, and land and sea campaigns. In short, it promises "a complete games system, enabling players to enjoy the period in virtually every scale almost anywhere in Europe, from Portugal to Urals."

I downloaded the whole lot Thursday night, but I only had time to look at Actions!, the company-level skirmish module of Spanish Fury. The basic rules run about seventeen pages, and they are simple and clearly written - with some referencing, I felt I could play an intro scenario after a single read-through of the rules.

I'm really looking forward to digging into this. Actions!, in particular, looks like exactly what I want for use with my Flashing Blades campaign. I've been looking longingly at my Field of Glory: Renaissance books for awhile now, but Actions! is a great example of how sometimes less-is-more, ideal for running the sorts of quick'n'dirty scrapes in which the adventurers are most likely to find themselves in the course of the game. And as an added bonus, I think I could teach someone how to play in about ten minutes.

Now, there is a catch, as far as the whole "totally FREE!" thing goes. The Perfect Captain asks, in lieu of payment for their rules and counters, for a donation to charity.
Having established that, let me add the following. As gamers we like to spend our dough on stuff that helps us unwind and have a good time. Nothing wrong with that! But how about this. What if we took a portion of our hard-earned cash and gave it to someone who is going without? I think that would be pretty cool, don't you? We are NOT going to force anyone to donate to charity before they can download our games. We believe in the honour system.
They include a list of suggested charities, or donating money - and if you don't have that, a bit of time - to the charity of your choice. Mine is the restoration of a Hungarian castle, a project to protect a piece of history and provide sustainable jobs for the community.

Friday, March 23, 2012

Grumbler

I am a grognard.

Like many introduced to roleplaying games in the mid- to late Seventies, I was a wargamer first. I started with board-and-chit games - specifically Avalon Hill's 'Bookcase Games,' starting with Tobruk, and later Third Reich, Squad Leader, Panzer Blitz/Leader, and my favorite to this day, Kingmaker, along with several others - then added metal minis, first learning the 15mm Napoleonics house rules used at my local gaming shop, encased in plastic covers in three-ring binders chained the sandtable in the back of the shop.

Roleplaying games slowly consumed more of my free time; my Starfleet Wars Terran squadron was given away around my sophmore year of high school after I started playing Traveller in 1979, for example. The exception was The Sword and the Flame, which I continued to play through high school, publishing a few issues of a 'zine my senior year for TSatF campaigns on the North-West Frontier; rather than falling by the wayside, my TSatF scenarios spun off a couple of 'Great Game' adventures using Boot Hill, with my 25mm Minifigs Punjab Irregulars serving double-duty with some 1:72 plastic Italeri or Atlantic Pathans.

Mashing up wargames and roleplaying games was pretty common, sometimes by design. GDW specifically integrated Traveller with Mayday, Snapshot, and Striker, of course, and I used the rules from TSR's Divine Right for resolving the clash of fantasy armies in my AD&D campaign.

Much has been written about the wargaming roots of roleplaying games. Personally I'm most often reminded of this history when discussions turn to combat in rpgs. After twelve years away from the hobby, I returned with 3e D&D, and I found myself a bit bumfuzzled by gamers who gushed about how 'tactical' 3e was, with its rules for flanking and attacks of opportunity and so forth.

I was puzzled by this for a couple of reasons. First, many, if not most, of the 'tactical' rules that 3e gamers prattled on about had their origins in AD&D. Second, and more bizarrely from my perspective, so much of what they talked about seemed to have more to do with Magic: The Gathering deck building and little if anything to do with tactics as I understand the word.

Coming into the hobby as a wargamer, I found the combat rules in games like AD&D to be simple and intuitive. Frex, nowhere does AD&D spell out the advantage of placing a rank of pikemen ahead of two ranks of heavy crossbowmen, and from my perspective it wasn't necessary for the rules to do so - the pikemen receive a to-hit and damage bonus for setting their pikes against a charge, and the ranks of crossbowmen alternate their fire, as expected from their 1/2 rate of fire, to maintain a steady barrage of bolts. The rules reward tactical thinking, provided you understand the tactics the rules are designed to reward.

But many gamers who came into the hobby after me were not wargamers. The implicit tactics of the rules were lost on them. Furthermore many learned the game through oral tradition rather than reading the rules in the first place, adding a further remove from the wargaming origins. I never realized until I started sharing experiences with other gamers on bulletin boards how exceptional my high school gaming group was: four of us rotated through the referee's chair, and we each poured through rulebooks like the DMG or Mayday, hunting for obscure rules to spring on one another during our turns behind the screen. The net effect was to give us an intimate familiarity with the rules - what the current jargon calls 'game mastery' - that many of our peers apparently never acquired.

To gamers who didn't grok the implied tactics, combat in early roleplaying games could seem sterile, as I learned from many fans of 3e on my return to gaming. But I noticed that after awhile, the 'tactics' of many roleplaying games came to resemble ordering from a Chinese menu, matching class ability from column A against supernatural ability from column B to get the free bowl of egg drop soup or a side of spring rolls. The real-world tactics that wargames attempt to model was increasingly replaced with dissociated mechanics which primarily reward game rules-knowledge.

Experience with wargames contributed to the differences between characters as well. One of the complaints leveled against early editions of the D&D, frex, is that there is nothing to distinguish two fighters of the same level, yet I never found this to be the case because different players chose to emphasize different tactics. Some players wanted their characters to fight like heavy infantry battling toe-to-toe to break the enemy's line, while others wanted theirs to perform more like skirmishers harassing and wearing down the enemy, and they would equip and play their characters accordingly, so even if they were more-or-less identical mechanically, their tactics and peformance in combat varied consistently during actual play.

Even now if you scratch my roleplayer surface you'll find the wargamer gleaming dully underneath. I can't play a game with automatic weapons without adding in rules for suppressing fire, and the fact that I frequently have to do so is a ridiculously common oversight on the part of game designers - I'm looking at you, d20 Modern. One of the reasons I chose Flashing Blades for my current campaign is that it has rules for throwing sand in an opponent's face and kicking him in the junk as well as trying to stick a rapier in his eye, and not Enhanced Mobility and Elaborate Parry. And I still like to mash up wargames and roleplaying games, like AK-47 Republic with Top Secret and Field of Glory with Flashing Blades - I need to set aside some portion of my disposable income toward building 2mm armies for FoG.

Now you kids get off my lawn, or I'll turn the hose on ya.