The Project aims to research and publish key works in the development of professional, hobby and educational use of wargaming. It currently includes work from Donald Featherstone, Fletcher Pratt, Peter Perla, Phil Barker,Fred Jane, Charles Grant, Stuart Asquith and Terry Wise...
Friday, 14 December 2012
Dungeons and Dragons - the return of Gygax
The late Gary Gyax was responsible for the ground breaking Dungeons and Dragons, the roleplaying game that spawned a whole genre of such games (and even laid the ground work for the next generation of computer based roleplaying games).
A new company, called TSR, is publishing a new magazine called table top role playing called Gygax (see http://gygaxmagazine.com/ ). The company is leg by Luke and Ernie Gygax, the sons of the late Gary Gygax. Assisted by some living legends from the world of D&D, such as the ex Dragon Magazine editor Tim Kask, the magazine is likely to be of high quality. However, what seems like a good idea is in fact a legal minefield.
Gary Gygax’s second wife, Gail Gygax (not the mother of Luke and Ernie) believes she and the firm Wizards of the Coast (a subsidiary of Hasbro) believe they own all the rights to Gary Gygax’s name, likeness and intellectual property.
I suspect the next battle in the world of Dungeon’s and Dragons will be in the courtroom and not on the table top.
Tuesday, 4 December 2012
Comments on Reign of Missiles published by Foreign Policy Magazine November 2012
The game
portrays the military aspects of the Palestinians in Gaza firing rockets
against civilian areas of Israel and the Israeli military response including
bombing civilian areas of Gaza. It is an original attempt to engage the wider public
in a deeper understanding of the conflict by the vehicle of a simple wargame.
The idea of
using a wargame is not original. Such as the 1910 Invasion of England game that
aimed to demonstrate the vulnerability of England to a German landing. The
implication of that game was a large number of lighter Royal Navy ships such as
destroyers should be kept on alert in the channel ports to protect England from
a surprise attack. (See Early Wargames Vol 2, to be published in 2013). However,
the Reign of Missiles is almost certainly the first mass distribution magazine
to use a game in this manner in modern times.
The game
seems too complicated for public consumption. Perhaps it should have been designed
to be less complex, such as those in the Decision Games micro series games. The
latter are a ¼ of the size of a ‘quad’ game and play in about 30 minutes.
Physically the map might have been better produced to print on an A4(letter)
printer, rather than A3. More people have access to an A4 printer.
The game is
focused on the military options, with the solo Israeli player using their
assets to minimize the threat of the Hamas rockets produced by the game system.
This seems to miss an opportunity for exploring the options available to both
sides in terms of political manoeuvring. All the Hamas rockets in the world
are not going to bring down Israel, as the missiles perhaps kill one person per
hundred rockets. Conversely, the concept of an Israeli military victory is
equally flawed; no amount of bombing, commando raids or surface to air missile
defence systems are ever going to stop the low level of attacks by Hamas.
The game
inadvertently implies that the Israeli’s are defending against a mindless opponent
who is apparently striking out in a pointless and random manner. The game
system is also based on a game about V1 attacks against England in the last
days of the German Reich, but after consideration, I finally dismissed the idea
of an implied or hidden cultural comparison by the game designer.
The game design
seems to imply a particular military view of the conflict; but the Palestinian
v Israel conflict is one of a contested discourse, with both sides having their
own distinct view of recent history. To me a far more interesting (and
controversial) game would be to make the game two or more players and involving
each side having the full range of options available to them. Victory in such a
game would be determined by the terms of the final peace settlement. However, perhaps the world is not ready for
such a game in a mass distribution magazine, at least not yet.
Despite the
issues above, I salute those involved in getting Reign of Missiles into the public domain. At the moment, the game
has added a paragraph to the never ending history of wargaming; if their
original efforts meet with the success they deserve, they will add a whole new chapter
to the history of our hobby.
Thursday, 22 November 2012
Making a living from wargaming, a modern holy grail
Few
people making a living out of hobby wargaming.
Many wargamers are outstanding specialists,
who know a great deal about particular aspects of the most diverse hobby of
wargaming. Some of these are fine rule writers, excellent at organising games,
figure painters worthy of artistic accolade, great board game designers, clever
model makers etc. A bold generalisation could be that practically any wargaming
club in the land has some people who are very good at the hobby. The problem is
that some have sufficient self-awareness to recognise their expertise, expect others
to recognise this and then anticipate hobby to reward them with a living.
Games Workshop, like them or loath them, with
a 2009 turnover of £61 million, are an outstanding commercial wargaming company
in the world. They produce figures, rules, paint, scenery and fiction (based
around their fantasy/ science fiction). In 2009, they reported a net debt of
£11 million. By factory efficiencies (using cheap labour, such as paying staff
in figures), reducing staff numbers (and age, making them below the minimum
wage for ages 21+), moving shops to lower rent locations, they expected a
profit of £14 million for the tax year ending April 2010. The decline in sales
of Lord of the Rings figures almost finished the company.
Apart from Games Workshop, there are not
many companies of 25 staff +, making money out of wargaming. There are a few
board game companies, a few computer companies who produce products most
wargamers would acknowledge as ‘proper wargames’ and many, many small companies
jostling for entry level positions.
The reason for the scarcity of major or
even medium sized companies in wargaming are due to inherent characteristics of
the hobby itself and do not reflect a lack of desire, enthusiasm or effort on
behalf of various entrepreneurs who turn to the their much loved hobby of
wargaming in an attempt to get rich. SPI found that its 80,000 Strategy and
Tactics subscribers received 6 issues a year and on average bought 6 more games
per year. It seemed that for most wargaming consumers, this was enough material
to keep them happy for 12 months. In today’s terms, they would be spending a
mere £200 to sustain themselves in their hobby.
Wargaming armies are not that expensive,
especially if one is willing to use plastic or second hand figures. Shopping
around with £100 would get a good army (or more) at a local show. The problem
for making money out of wargaming is that figures, scenery and rules have a
relatively long shelf life. Once painted, with a bit of care, armies can be
used, sold and resold many times. Some rule books become out of date, but many
are still entertaining decades later. Well made scenery seems to go on forever.
I am using a bridge which was painted by Charles Grant (the first one) from 50
years ago.
To participate in the grand hobby of wargaming
does not need a huge expenditure to sustain it, there is a large second hand
market, an investment in a set of scenery could be utilised over a whole
lifetime. A single set of rules with a suitable army can keep a wargamer
entertained for months.
The conglomeration of these factors creates
a sector of business where it is very hard for entrepreneurs to make
significant amounts of money. Few people
making a living out of hobby wargaming.
Saturday, 17 November 2012
Bristol (UK) Wargaming Show Sun 25th Nov
An excellent local show:
see http://www.bristolwargaming.co.uk/reveille.html
I will be trading and selling wargaming books, as well as running a participation game.
see http://www.bristolwargaming.co.uk/reveille.html
I will be trading and selling wargaming books, as well as running a participation game.
Friday, 26 October 2012
Two new books in print
Two new books have just been added to the project.
As with many of Donald Featherstone's books, there is a story behind the book. The first edition of Complete Wargaming in 1988 was an editorial shambles. The publishers wanted another wargaming book on their lists and so they turned to the author in British wargaming, who duly assembled some wargaming material that had not been used for his previous works. The publishers turned over the material to an editor who obviously knew nothing about wargaming and apparently nothing about history. The ideas, scenarios, rules and historical pieces were assembled into a random sequence that was based on efficient use of the page count; such as putting smaller pieces into the margins of the book wherever they fitted. Unfortunately, the lively correspondence between the author and the publisher as a consequence of this editing has not survived the passage of time. At some point, Donald Featherstone decided it was better to get the let the publisher get the book into print, 'wargamers, being a group of above average in intelligence and endeavour, would uncover the pieces of immediacy and use to them'. Upon reflection, this was probably the correct view.
Over twenty years later, the task of bringing order out of chaos and putting the chapters, sections and notes into a logical sequence fell to the editor with the assistance of Arthur Harman. As a result, the book has been completely restructured.
Section 1: Introduction, Wargames Rules and General Themes/Ideas, Terrain, Forming a Wargame Club.
· Section 2: Scenarios and Period notes thereon in Chronological Order.
· Section 3: Reference, Bibliography, updated lists of wargame magazines, societies &c.
The second book is George Kearton's Guide to Collecting Plastic Soldiers 1947-87. Collecting toy soldiers in 1/32 scale (54mm) is a large hobby, in the UK, USA and other places. This was the book that was largely responsible for launching the hobby. The book is aimed at the collectors of plastic soldiers.
Donald Featherstone's Complete Wargaming.
As with many of Donald Featherstone's books, there is a story behind the book. The first edition of Complete Wargaming in 1988 was an editorial shambles. The publishers wanted another wargaming book on their lists and so they turned to the author in British wargaming, who duly assembled some wargaming material that had not been used for his previous works. The publishers turned over the material to an editor who obviously knew nothing about wargaming and apparently nothing about history. The ideas, scenarios, rules and historical pieces were assembled into a random sequence that was based on efficient use of the page count; such as putting smaller pieces into the margins of the book wherever they fitted. Unfortunately, the lively correspondence between the author and the publisher as a consequence of this editing has not survived the passage of time. At some point, Donald Featherstone decided it was better to get the let the publisher get the book into print, 'wargamers, being a group of above average in intelligence and endeavour, would uncover the pieces of immediacy and use to them'. Upon reflection, this was probably the correct view.
Over twenty years later, the task of bringing order out of chaos and putting the chapters, sections and notes into a logical sequence fell to the editor with the assistance of Arthur Harman. As a result, the book has been completely restructured.
Section 1: Introduction, Wargames Rules and General Themes/Ideas, Terrain, Forming a Wargame Club.
· Section 2: Scenarios and Period notes thereon in Chronological Order.
· Section 3: Reference, Bibliography, updated lists of wargame magazines, societies &c.
The second book is George Kearton's Guide to Collecting Plastic Soldiers 1947-87. Collecting toy soldiers in 1/32 scale (54mm) is a large hobby, in the UK, USA and other places. This was the book that was largely responsible for launching the hobby. The book is aimed at the collectors of plastic soldiers.
Saturday, 13 October 2012
The Top Selling Wargaming Books of All Time
The best selling wargaming book of all time
is Donald Featherstone’s War Games. At 30-40,000 copies sold it remains at the
top of the wargaming book charts. Its key advantage was being the first book
which helped launch modern wargaming.
The second book is probably Peter Perla’s
Art of Wargaming. It related the development of the hobby to professional
wargaming and contained many insights into how to use wargames for operational
analysis and training. It managed to reach a staggering 15,000 copies by being
a recommended text book on various American military training programs.
It is very difficult to work out what is
going to catch the wargaming book market’s attention in the future, but the popularity
of two titles has surprised me. Paddy Griffith’s Sprawling Wargames is a ‘mish
mash’ of a book, a key part of which is describing some very large mega-games
for World War II. Paddy Griffith’s work seems to be having resurgence in the US
at the moment and the book is being used for undergraduate history classes.
They use it as an example to show the different perspectives of each side in
war and lecturers are handing out rolls to various students, getting them to
make a plan and then the lecturer arbitrates the final result. A sort of one
turn free kriegspiel. Must be better than the standard history PowerPoint
lecture.
The other book is the Fletcher Pratt Naval
Wargame. My wild guess is perhaps there are 5,000 regular naval wargamers in
the English speaking world, but many non-naval wargames are buying it. The game
is a lot of fun, suitable for multi-player games and speeds along nicely. The
value of the game as a model of big gun naval warfare is a hotly contested
subject between those who say it is a model of fleet combat v those who point
out the million simplifications that went into the standard rules we can now
play. I rarely have a week without an email (or more) about the Pratt game.
My current thinking is the Pratt book sells
as it is a narrative of a game being popular, being lost and now being found again.
The controversy over the value of the game seems to be one many wargamers are
happy to venture an opinion on. Wargamers like to superimpose a narrative on
the sequence of events in their games, to make a chaotic event on the table top
into a coherent account, perhaps the Pratt book sells because it is a just a
good story and wargamers like a good story.
My best guess is the Pratt book will, over
time, outsell all other wargaming books. Of course, tomorrow a new book might
arrive that will take the wargaming world by storm and I will be completely
wrong.
I asked some younger wargamers at my local
club for their thoughts on the best wargaming book of all time. They answered
it was obviously The Lord of Rings,
it is full of Warhammer [Fantasy] battles and had some fantastic Dungeon and
Dragons adventures in it. Perhaps they were right.
Sunday, 7 October 2012
Book Review of Jon Peterson’s (2012) Playing at the World
ISBN 9780615642048
As the editor of wargaming books (some
mentioned in the bibliography), I was asked by the author to do a review of
this new book.
The book is Jon Peterson’s magnum opus (great
work) about the development of roleplaying up to the 1980s when the roleplaying
games started to spread onto various computer platforms. The chapters explore the
detailed chronology of wargaming events prior to the publication of Dungeons
and Dragons (D+D), the development of the medieval fantasy game genre, the
origin of the D+D rules and what happened in roleplaying after D+D was
published.
The source of much of the material is
various archives of fanzines held in American, publically and in private
collections. The list of games and magazines alone covers nine pages in the
bibliography. The intellectual effort to pull together this vast plethora of
material was a staggering undertaking.
The result is a substantial book at 698
pages, with the section on the development of wargaming rules and their
influence in the development of roleplaying games having approximately 100
pages. Due to the length and depth of the book, it is no easy read. Some of the
ins and outs of development are covered in great detail, for example the
material shedding light and investigating the D+D clerics is eight pages. Saying
that, the material is fascinating to anyone interested in the murky origins of
roleplaying games.
The book delves into such mysteries as the
issues of copyright and intellectual property for the creation of D+D (a most
curious tale), the development of the magic user, dungeon settings and role of thieves
in the game. It was new to me that Tony Bath, the UK wargamer who started
ancient and medieval wargames and was well known for his Hyborian campaign, was
given credit by Gary Gygax for the inspiration for his Chainmail rules.
The book also has a most interesting
section on early wargames of Hellwig, Venturini, Reiswitz, etc, based on
translations of the some of their pioneering work. Some of this work has never,
to my knowledge, been available in English before.
With a book of this length, it is not surprising
that I have some different interpretations in a few areas, particularly in the
discussion about the history of wargaming. Donald Featherstone, one of the
dozen or so people who made wargaming a popular past-time, is rightly given
credit, but his main job was a physiotherapist.
Perhaps I would have included more about the advent of live-roleplaying, where
people borrowed the idea from historical re-enactors and started to play out
D+D adventures in full costume and padded weapons, but exploring the origin of
that subject would have added more pages to this book.
I can say with some certainty that no-one
else is likely to write a book about the development of roleplaying that will
ever match the scope and depth of this book. Whilst the book is targeted at a
specialist audience, if a wargamer is interested in the origins of the D+D
genre, this is the book. There is no other to compare.
Tuesday, 25 September 2012
Mystery of the dawn surge of book sales
I was a little surprised to get a modest surge of Fletcher Pratt Naval Wargame sales around dawn (UK time) one Sunday morning. I was intrigued.
It took me a few days to solve this mystery.
The Community TV Channel (a less well-known UK channel) used a cut down version of my Fletcher Pratt lecture as a filler. They edited the 50 minute Youtube talk down to 10-12 minutes.
Apparently the Open University, a distance learning institution, hires the space on some obscure channels for their course related learning programs. Between these programs, the channel uses 'fillers' from around the digital world. Hence, my lecture was seen by some people who were learning German/ Italian.
Clearly some of these people had good taste, as they bought a book on naval wargaming (and a few other titles).
It took me a few days to solve this mystery.
The Community TV Channel (a less well-known UK channel) used a cut down version of my Fletcher Pratt lecture as a filler. They edited the 50 minute Youtube talk down to 10-12 minutes.
Apparently the Open University, a distance learning institution, hires the space on some obscure channels for their course related learning programs. Between these programs, the channel uses 'fillers' from around the digital world. Hence, my lecture was seen by some people who were learning German/ Italian.
Clearly some of these people had good taste, as they bought a book on naval wargaming (and a few other titles).
Reveille Wargaming Show Sun 25 Nov 2012
I am putting on a participation game at my local club and show.
As the great explorer and daughter have been missing for some time, the 1920's British Empire has decided to launch a search. All that is needed is an experienced gentleman to command the airship and troops. A 45 minute participation game for 1 to 4 players.
I will also have a book stand with over 50 different wargaming books for sale.
http://www.bristolwargaming.co.uk/reveille.html
Saturday, 8 September 2012
What Really Happened in Ancient and Medieval Battles?
Will Whyler commented on this in the
Guardroom pages of Slingshot in March 2012. Even the best documented battles
have gaping holes in our understanding. For example the classic book, the
Battles of St Albans by Burley, Elliott and Watson is a marvellous detailed
account of the first battle of the Wars of the Roses in 1455. Taking just the
first battle of St Albans, they have a wonderfully detailed account of what
happened and where. By some fine battlefield detective work they have
documented where each of the three assaults were launched against the gates/
walls of the town, where the last stand was etc. However, the why is less
certain.
In summary, Salisbury and York attacked at the
wall at two points against Clifford and Somerset/ Northumberland and while this
was happening Warwick broke through at a less well defended part of the wall.
What is the subject of conjecture is was this by chance or was it the plan. Did
the attackers cunningly attack at two points to draw the less numerous
defenders to face them, or was it just improvisation by Warwick. He saw a gap
in the defences and went for it?
Having got across the wall Warwick did not
turn left or right to take the defenders in the flank (which would have been
the most obvious tactical move), but made straight for the defenders reserve
around the king. Seizing the king effectively ended the battle. How did Warwick
know the king was in the marketplace, as the pre-battle negotiations took place
at the nearby abbey?
Even using the pioneering methodology of
SLA Marshall, we do not understand more recent battles. Marshall, while
controversial, attempted to understand battles by interviewing combatants as
soon as possible after WWII, Korean and Vietnam battles. Other pioneering work
by Paddy Griffith has opened a new window on 19th century battles;
his method was analysing similarities in large numbers of personal accounts of
battles.
Despite the best efforts of many wargamers
who have spent years as amateur historians examining battles from the distant
past, to me, the why in battles of the ancient and medieval world is nearly
always conjecture.
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