In July in
the UK each year, there is a unique wargaming event, The Conference of
Wargamers (COW). It is a weekend conference set in a sprawling country house
that explores developing wargames for the hobby, professional use and academic
research. Started by Paddy Griffith, the well-known military historian, it has
outlasted several other attempts. Saying that, there is now the American
Connections Conference which focusses on the use of professional use of
military wargames and the UK equivalent. There is also the UK London based Chestnut Lodge
conference that is non-residential, but it also looks at the subject of
developing wargames. Before discussing why COW is the best and worst model for
a conference, it is necessary to briefly outline how academic conferences have
developed over time.
Academics
have gathered for conferences to develop their learning for centuries. The
traditional model, until the last 20 years or so, was for conferences to
consist of a series of lectures, punctuated by key note speakers. Everyone
attended every lecture as it was based on the foolish notion of learning
cascading down by listening to established experts in the subject. The radical
departure from this was for two or more tracks to be running concurrently, with
the audience deciding who to go to listen to. Key note lectures were kept (where
everyone attended), as it was too risky to allow the potential risk of the
audience the choice of not hearing ‘the great and the good’ of their subject.
It would be really embarrassing if a significant proportion of the attendees
did not choose the ‘important’ speakers. These speakers might never come again.
More recent
innovations have seen 4 or 5 parallel tracks; poster sessions that consist of
people putting up a poster summarizing their research and people talk to them
in the coffee break; short sessions of 20 minutes (for those who feel they can
make their point more effectively in less
time), practical sessions (with presenters showing people how to actually do
something); and panel question and answer sessions. The latter are
opportunities for specialists to be interrogated by the masses, but they can
lead to embarrassing moments where existing understanding is overturned by the
simplest of questions. While old school academics challenge these new-fangled
developments over the last 20 years, most people agree they make conferences a
lot more interesting and useful.
COW went
through all of these innovations a long time ago and is an example of a new,
far more effective and somewhat scary conference model.
The
conference commences with a plenary session, this may consist of some great
speaker or it may simply be an icebreaker. From then on it is parallel tracks. COW
is actually multiple conferences in one; there are sessions for those who
believe wargames are tools as aid understanding military history (Griffith
school), others for commercial games developers who are testing their ideas/
games (Wallace and Peter Pig school), serious games development (Young School)
and for those who are on the elusive hunt of how to make money out of
wargaming. Attendees casually move between these sessions seamlessly as the
mood or whim takes them.
COW has a
timetable, but the attendees dynamically change the timetable as soon as the
conference starts. If there is a gap in a room, anyone can fill it with a
session. Prior to running a session (a game, lecture, demo, seminar etc.) the
session leader puts up a short briefing sheet to describe what the session is
about. No longer do people have to guess from the leader’s name and session
title what is being covered, they can read a short summary. People usually sign
up prior to a session to help the leader organise things in advance.
Even more
disconcerting is the lack of respect for people’s job titles. One may have
published half a dozen books on the subject (so have many other people at the
conference), but that will not stop someone engaging one in lively conversation
if they are inspired. This good natured testing of concepts, ideas, game
mechanisms, understanding of military history, is like the very finest of
undergraduate teaching seminars. However, this rigorous discourse is simply not
done at any of the other hundreds of conferences I have been at over the last
twenty years.
Some of the
wargaming output of the conference has been at the active edge of wargaming and
military. The conference has seen some small part in the development of DBA,
DBM, DBR, Matrix games, Peter Pig rules, Martin Wallace’s board games, the
History of Wargaming Project, Mega Games and countless other wargaming
products.
The COW
conference is what I term a post-modernist conference. It has not been designed
that way, but has evolved into an attendee led conference. What the attendees
want more of gets more time, the less popular receives less attention. The
downside to the conference is the lively and energetic engagement of the
participants can be bewildering and challenges the normal academic ‘pecking order’
that some might be used to. The conference is no respecter of rank. Ideas,
concepts, game designs will be dissected, applauded and/ or shot down in flames;
often all of these within a 10 minute discussion. My own view, for what it is worth, is the conference
is wildly successful as a tool to develop the attendees as wargamers.
Each
conference is a fascinating and unique experience for those taking the time to
attend. However, as a more general model for conferences, it is will not catch
on. Yet…