VB:
The guy you need to satisfy most is you! I hope you achieve your desired end state with it.
Specforc12:
Yes, that's part of the reason this started out. If I can't satisfy myself how can I hope to satisfy anyone else?
VB:
I doubt that. I'd respect and admire you for completing the project as it's something that I always wanted to do and never did. I would happily give them a go, and even if it did not make a dent on my game preference queue for WW2 I'm sure I would not actually hate them.
Specforc12:
Well, thanks for the morale support.
VB:
I'm not sure I give credit to the success of games to a printed magazine. Very few in my area even get WI, WSS, etc. With the internet what it is, if there was that "one best game" then we'd all know about it one way or another and we'd be done kibitzing here about which of the other games were best/worst.
Specforc12:
Well, there is a wide readership on this side of the pond of that British magazine – it must be because everytime I want to pickup a copy at my local gaming store, be it in California or here in the Chicago area where I just moved back 6 months ago, it's always sold out. The collaboration of the Battlefront and WI is significant. Aside from the internet there's not much out there in publications for the hobby. On the other hand you take Osprey who has joined forces with Warlord Games is far more significant because they have contracts with bookstores all over the US and elsewhere, hence they can promote and get on the shelves, their games, Force on Force, Bolt Action, Blackpowder, etc. With Osprey being well established well back in the day when I was a kid gives anything they publish and support a pedigree and worldwide readership. That's something that no other company in the hobby can do, except Battlerfront who have forged their own mark on the hobby globally by their brilliant marketing campaign.
So, yeah, the bulk is, as you say, in the distribution, like in the case of FoW, the collaboration with WI is only icing on the cake, and I'm pretty sure they don't need to pay for their advertising in the mag, or perhaps they do, but that's a spit in the bucket and sort of redundant anyway for them.
VB:
I think the code that BF and WI have broken is all in distribution. I'm certainly no expert at the subject but they seem get their products on the shelves in my LGSs. Others just don't seem to be able to break that code. I had to find out and order Chain of Command on-line.
Specforc12:
That's what I'm saying only FoW and WI can influence the gaming market with their mutually supporting relationship for the gaming hobby. And, Osprey and the Warlord Games crowd also have even more weight to throw around! So, it's no wonder that they top the market in their respective genres! The 3rd place and below are fighting over the scraps, games like Battlegroup, CoC, Nuts!, Rapid Fire, etc.
VB:
Nope. Would love to get out there sometime though. I've heard good things about KublaCon especially.
Specforc12:
So, where do you hail from? I came from San Francisco Bay Area, only back in October and there's a pretty vibrant gaming interest out there and plenty of good conventions to attend.
VB:
Well I hope you make it to the finish line with your game. But yes, as you get older your going to find out at many things will change, your wargaming outlook will be the least of them!
Specforc12:
I begin to wonder is there anyone that likes a more involved game? Kinda sad that it's not more evident. Certainly, not at conventions. Though I've seen some fairly complex games played but they've often adjusted them for convention play to grease the wheels a bit.
VB:
No need for that. I am quite comfortable with my gaming area. I have my own game room with a permanent 4x8 table I built. So I have a bit more table space but I do like keeping that area open for rules, kit, off-board forces etc. With some effort I can use my pool table and put on the 5' x 9' cover on it and game on that for large multiplayer games. If you want to feel sorry for me, feel sorry about the cubby hole for a painting area I have to cram my self and my working projects into!
Specforc12:
Well, your still way ahead of me. My living conditions for the last few years have precluded me from even having that and being able to paint the stuff I need just to demonstrate my game with my own equipment. So far, I've used my gaming buddy's superlative scenics and models to playtest and demonstrate at the convention. If you've ever heard of the company "Scenic Effects" that was owned by Rick Schuldt up until he had to sell the business for personal reasons about 10 years ago. He made beautiful cast resin buildings of WW2 Normandy, Napoleonic and Civil War battlefield accurate buildings. His modelling skills are legendary. The amount of gaming stuff and armies he's modelled and painted would blow your mind, and I'm NOT BEING DRAMATIC!!! I never seen nor could I have imagined anything on that scale. He's the same age as me and all I could say to myself, is, how the hell does anyone find the time to do that much stuff and still be a semi-pro skier, a prolific west coast yachtsman/racer, and also participate in WW2 reenactments! Well, there's so much to say about him . . .
VB:
Possibly, but more important I think is that a 4' x 8' sheet of plywood sitting on top of some table/support is the most likely gaming surface option for the vast population. I think gearing your game to the assets that most folks have is probably a good idea. The 4' x 8' also seems to be the LGS "standard." So I think its fair to say that games that don't work well on that size table, preferably leaving some room for game kit, thus driving the gaming area down to 4'x6' are going to have a hard time being seen played out in the LGSs, where some game companies seem to be able to position their product. Getting the game out there being played in flesh at the LGS, and in the conventions, and in the tournaments is what I think drives the expansion that game like FoW has had and what seems to be taken lead on by Bolt Action now. So I guess I'll just have to come over to your place to game on you big table when we play your developing game! ;)
Specforc12:
For my game a 4'x8'' table would be a minimum requirement and something like the size of your pool table even better, even that little extra bit would be good.
VB:
I honestly did not know anything about TACFORCE. Dunn-Kempf and the USMC's TACWAR which I was very familiar with. When I looked it up I found the GDW game called TACFORCE designed by Frank Chadwick. I don't know this game but I really respect Chadwick and own and played a lot of his other games to include Command Decision (all editions), Combined Arms, Over the Top, Volley & Bayonet, Traveler Tactical, But I'm not sure TACFORCE was ever officially adopted by the Army. It "looks" like it because the game's books were cleverly done up to look like US Army FMs. But I find it hard to believe that this game was adopted by the Army and used in the 80's without me being aware of it. I imagine that's possible, but its going to surprise me if that's true. I hope you can enlighten me more about TACFORCE and its official Army use.
Specforc12:
Well, I can't speak for how official or unofficial the collaboration was with this game TACFORCE exactly, but, I can assure you that collaboration did exist of taking that game which was specifically designed to take advantage of GHQ Micro-armor. I spoke with Frank Chadwick about this a couple of years ago, who I met about 3 years ago through Rick Schuldt and have gamed with him numerous times, and helped him along, with Rick introduce his new game "Men Under Fire" at Celesticon in Fremont, CA (East Bay). I've had many a long discussion and drinks with him and another prolific historian and game developer, Dana Lombardy. Perhaps you recognize his name? He conducts the so-called "War College" lectures at many of the major Game Cons, including Historicon and numerous Cons in California. (So much for my name-dropping! LOL)
Well, back to the subject, GHQ did collaborate with the US Army or maybe as you said may have only benn with the Marines to develop all the re-tooled, and plethora of new modern US and Soviet armor in 1980. That was when GHQ came out with tons of new stuff with incredible detail to include all modern AFV's, this was specifically done to provide these models for US Military wargaming. Obviously, if this went under your radar then this must have not made much of a splash in the armor community?!? Perhaps this did not involve the US Army at all, though with Ft. Hood (I was there for BCTP in 2000 or was it 2001?!?) or Ft. Knox (was there for MOS trng as a 37F, Psyop Specialist) apparently never caught wind of it?!? Anyway, that's the backstory on TACFORCE. BTW, I have a copy of TACOPS and love it . . . cool game. But, I paid for mine online then got a free upgrade during my 2003 deployment!!!
VB:
BTW, so long as I'm talking rules authors. I note a bit of basing about the Bolt Action author above. Now I respect Chadwick immensely. He is (hope he's still with us) a prolific game designer. He did everything from a Sci-Fi, ancients to moderns, board games, miniature rules, and even RPGs. I own many of his rules sets and enjoyed them all, but I can't think of him possibly being "the definitive expert" in ALL of those periods and genres. I do know though that they guy had his stuff wired tight as a game designer and God bless him for it!
Specforc12:
Yes, Frank is still with us, though now he's writing Steam Punk novels of late, and 2 years ago debuted his Steam Punk game that we, again, facilitated for him in the Bay Area since he couldn't shlepp all his terrain boards etc. only his new figures. It was interesting to play, but if I never played it again I don't think I'd feel I was missing anything. However, to me he's still the game author god. He has written something on the order of 40 to 50 games in his time, really quite remarkable and many I've heard of were rather well-known. Of course he's also the author of the well-known, Command Decision, which his Combined Arms is the modern era extrapolation of the CD game system. I'll tell you picking the brains of Frank and Dana was fascinating. They're rather funny too! Frank lives in downstate Illinois in Rantoul. I'm hoping to game with him in the near future now that we live much closer together and when presentable get his input on my game. The codename for my game is currently "Schwerepunkt" but has a much cooler slicker name when it's revealed to the public that's catchy I think.
VB:
So I think I can be more charitable to the "Italian Guy." His business is designing games, much like Chadwick I think.
Specforc12:
Well, he's an expert in designing games with his experience with Warlord, clearly, but I won't cut him any slack on his WW2 game adaptation – in the end it doesn't matter. You're a lot more politically correct, and I'm not – I'll call it the way I see it and if it ruffles a few feathers of some "tough-talking" combat vets so be it – it's trivial. Especially when I never stated that "I" personally "hated" any game and my only real beef is that they're just not historical so shouldn't pretend they are. They just need to be honest on what you're putting out there. So for my money, Alessi is still a hack, as far as that game goes, and, of course he's laughing all the way to the bank. I don't fault him for that, Osprey/Warlord and him clearly set out a goal and achieved it quite successfully and good for them. Afterall, it IS a business to make money, and they did in the most expiditious way possible. A successful Sci-Fi game designer, part of an already successful game company, Warlord, hooking up with the most dominant hobby publisher, Osprey. That's a win-win, can't lose arrangement. Who wouldn't jump on that bandwagon. That's a game designers dream, let's face it! Doesn't mean they came out with the most worthy product they could have. It's unfortunate, that's all.
VB:
Warlord could have brought in any number of WW2 "experts" I suppose to author their flagship rules. But they went a deliberate route with a proven designer rather than an expert and I guess it has paid off for them. So I'll cut the guy some slack, and from my experience combat is not really not rocket science in the end anyway. To me combat is rather fundamental and it does not take much to get a decent grasp on it. The rub is what Clauswitz said "Everything in War is simple, but in war the simple is difficult." I probably got that wrong, but you likely know the actual quote!
Specforc12:
But, that's it. The von Clauswitz quote is apropos, and designing a game to mimic warfare action which on the surface is rudimentary but is still difficult to execute and translating that into a game that gives you that warm fuzzy feeling that has your conception of what it should feel like is very difficult to achieve for any author. Regardless, whether the game is fast and loose, or detail-oriented getting that balance which presents the interaction of warfare's drama, surprise, and authenticity is really elusive.
VB:
That would be really cool to check out. If you can recall the publication and the date, I know I can get a hold of it. I do like to try to keep up on "official" wargaming in the Army as it happens.
Specforc12:
Sorry, I can't even begin to think where I read that – it was quite some months ago, now. Drats!
VB:
But then you had guys like me that did know they existed and where to find them but also realized "Joe" was not going to be into them or get much out of them like you or I would. These manual wargames just collected dust after they their initial splash for a reason. Organizations like the Battle Simulations Center at Ft Hood that did wargaming full time went to very simplistic and basic rules, like they'd fit on a 3"x5" card simple and used a pair of different colored dice in a baby food jar as the random number generator.
Specforc12:
That's bizarre. Hmmmmm?!? What years was this?
VB:
These "full up wargames" shelf life in the Army was really over long before computers would have done them in anyway!
Specforc12:
Why do you say that? Why would they have been "done-in" had they been made available where computers were not? Besides, some of the first computer tank stuff, I saw in the early '90's was pretty lame compared to what was concurrently available on the commercial market. It's like this video game of urban middle-eastern combat that was available during my deployment was eclipsed by my Rainbow Six game or that other vid, Navy Seal game, can't remember the name, or even Ghost Recon. Anyway . . .
VB:
Really the only consistent gaming I saw was the Action-Reaction-Counteraction drills in MDMP and a very free form terrain board drill used for training of junior leaders in the Armor School. No dice, narrative driven simulations if you will. I wish there was more use what we know as wargaming in the US Army. I'd have been all over it. Hell, the 16th Cavalry at Ft Knox had a license to give away the full version of TACOPs to Soldiers. But tsacks of disk got thown in the trash about as fast as they were handed out.
Specforc12:
Well, that's sad, but doesn't surprise me either. It's like my fellow, youthful, Psyop'ers who are so "not connected" to current events that it's appalling even scary. I just shake my head . . .
VB:
Even today US Army Cadet Command has a limited license for free downloads of "Gettysburg Scourge of War." Want to guess how many of the 2000 authorized downloads have actually been used? Seems you can't even give away good wargames to the military!
Specforc12:
Is that a good one? Perhaps I can hunt it down during my next Reserve Battle Assembly!!!
VB:
The reality is that the military is pretty much just a slice of the community it comes from.
Specforc12:
Very true.
VB:
So they have their handful of "wargame geeks" like us, but for the huge majority, including in the combat arms, manual wargames just get the big "meh" from the rank and file. VBS, CCTT, and the old SMINET will get their attention to a point, but that wears thin too pretty quickly from what I've seen. It's sad from our perspectives, but the military just does not seem to get into wargaming as much as perhaps we hope they would.
Specforc12:
Yes, I admit I am, in fact, as you labeled a "wargame geek". What is VBS, CCTT, and SMINET – never heard of that?!? What about SMERSH? (just kidding)
VB:
You've clearly brought up some of the negative aspects, but not shown how you considered the counter argument.
Specforc12:
Well, maybe I'm just not as good a debater as you. To make my point would require me to go into greater detail of how a certain aspect of my game was generated vs. the other. My perceived negativity pronounces aspects of the games we're discussing that fail on their own merits. To discuss other things that work well or are typical are not worth discussing since we already agree – where to go from there – the merits are already known to me. Certainly to just agree that this or that is just fine, is not interesting because we're on the same sheet of music. But, what I want to know why an aspect of a game which I would consider germane is represented so obtusely, falsely, or perhaps erroneously is intersting to me because I want to know what the thought process went into making such a significant decision – what reasoning fomented that. It might be worth knowing the merits of that. Wolfhag, above, stated one of the fundemantal and crucial flaws I see in FoW, for example, was how was it that rolling 2D6's, encompasses the vast variety of potential hits for all the tanks that could be possibly be involved. It's weak, and it doesn't take Einstein to see that. In a backhanded way Wolfhag says it's essentially bogus. But, in a bogus environment it's all relative(?!) and therefore it doesnt matter? It's a self-contained system only beholden to itself. This suddenly becomes a discussion of esoterics, in my view. Does it matter to you, the player, if the values established by rules have merit or not? If it doesn't the debate stops there. It matters to me, however. It's kinda nice to be an "armchair general" to see how you'd fair given a set of circumstances that Lt. Col. Creighton Abrams faced in the Lorraine and how you succeed or fail in those same circumstances? You need a reliably authentic system to try to imitate that. How good of a tactician would I have been, what decisions would I make rightly or wrongly presented with the same battlefield dilemma?
All that data gathering that's shoehorned into aspects of my game is not necessarily apparent to the player nor does it have to be. He doesn't have to know or to some degree concern himself that I arrived at a roll of 13 on a 1D20 (65% chance) on his first consectutive shot from 500 meters. All he has to care about if he can make that roll. but that he will be confident that all that research and compilation, and variances has been scrutinized to the best of my ability and that it will represent as close as possible to the probabilities it represents in actuality. Inotherwords, the homework has been done. That doesn't mean the players has to do the homework I did or he'd never even get a shot off.
The cheat sheets are just to consolidate the actions and decision making process to achieve what is required in that phase of the turn.
VB:
So I'm not sure that you've done the full analysis and really then am not so surprised at your stated puzzlement. Maybe you have, but I don't seem to get that vibe from what you've posted here.
More detail does not always result in more realism. It can actually be counter productive.
Specforc12:
Yes, and of course I'm well aware of that, it can be counter-productive and one has to guard against that at every turn. But in referencing Mies Van deRohe quote, well known in my profession of architecture, he stated, "Less is More", well having seen much of his work it can also be said that, "Less is Boring" too. How many square steel framed and glass boxes can you stand after a while. How many mediocre samo-samo simplistic games can the hobby endure. It is also said by the great architect Louis Sullivan, "God is in the details". There is something to be said about that. That's not to say that complexity and hunting for answers while your playing is anyone's cup of tea. But, with the proper constructs and logic path a few reference sheets is not the end of the world either. And, may even educate why what is happening actually happens the way it does. It gives a better understanding of what's involved and why it results in the way it does – hence some appreciation for the process and history behind it.
VB:
If you got to have more detail, you've got to have more detail.
Specforc12:
Not necessarily, if I understand your comment correctly -'cause I'm not sure. But, the extra detail is largely hidden in the facts backing the mechanics. If on one hand you're saying that if you detail out a function in a game in great detail that begs that you give other aspects of the game equal treatment then I would have to agree with you to a certain extent. I'm not a man of extremes I like to seek a balance only at a more sophisticated level, I guess. So, without going overboard with anything the complexity level rises or should rise sufficiently to give parity across the board in a game. Some of the things I noticed in FoW is that certain things, fundemantal things are very simple, but then a great proportion of the game gets into minutae of detail, not the least of which is the dizzying amount of ever changing "special rules". This as some in this thread have posted is the march of codex creep starts to get excessive and frankly it's somewhat oppurtunistic on the part of the company, especially given the tournament environment they've created and locked many gamers into.
But, that starts to get off topic, and is an interesting subject all by itself.
VB:
But let more go back to the photograph and painting analogy again. A photo is 100% accurate scene, yet sometimes the abstract painting is far more powerful at conveying the message, telling the story, evoking emotion, etc.
Specforc12:
I totally agree with the telling the story, evoking emotion bit. That's the whole point of my game. It's not just a number-crunching extravaganza, I'm trying to put the players into the game at a viceral level with action happening in a sort-of real time. You move from stage to stage making real decisions that the tank commander would make. As the tank gunner of the crew you will quickly grasp the sense of proximity that will either get you killed or that you'll be able to rip off a shot that has a good chance of hitting, and most of all, penetrating. And, a hit doesn't automatically get you off the hook, just as it would in real. You'll have to take measures that you achieved a complete kill, because you may only have made minor damage yet the enemy's tank gun may still be viable. You'll clearly feel the fruits of yours decisions – did I move too rapidly to protective cover, and sacrificing any chance of accuracy with my first shot? Or should I have boldly have stood my ground and steady my shot to insure a hit.
VB:
So to me less is more and I strongly advocate using the most minimal detail actually needed to get to that end state you are after. But then you have to design the game you're after.
Specforc12:
That's good advice, where that tipping point for me is obviously going to be different than it would be for you, that we've established. Admittedly, that still is my most desirable goal of my or any game I would choose to play, and one which I must keep in the forefront of my mind while developing my rules.
VB:
The game I'm after exist for the most part. Though there are things that I'd change about it if I could, I get what they are after with it.
Man you are deep diving! I'm not so sure it's for the better. Things like tank recovery and repair to me is a campaign function between games. I don't see a lot of need to devote rules space to a function that should occur almost exclusively when the fight has subsided.
Specforc12:
Perhaps, but the Battlefield Vehicle Recovery and the Logistics are optional rules. They're ideas I gleened from Gene McCoy's "Wargamers Digest", you may remember that magazine?!? Both of these aspects are what I would label as kinda "gamey", unlike the rest of the game which is pretty literal in it's presentation. But, I like 'em. It adds a different dimension than the same 'ol same 'ol. Both are more apropos for larger scale games, or games extending over a couple of convention days, such as the Battle of the Bulge FoW games I played at KublaCon a couple of years ago, and, most appropriately, as you mentioned for a campaign game series would almost a required consideration.
VB:
Trying to be helpful here…but I don't consider streamlining being lots of cheat sheets. One thing I really admire about FoW is my group's ability to play it without any cheat sheets and very few rules look ups. You've got to make that call but getting striving for more detail seems generally at odds with the concept of streamlining in general. The "hands fee" approach with rules is my standard now.
Specforc12:
Well, that's great, but there is no way, I'm gonna get away with hands-free play. Just impossible. The gist of it will go something like this: You determine the chance to hit the enemy tank looking at essentially 7 key factors of modifiers of which you may only use 3 or 4 or more or possibly all. You start with a base number selected – if it's the 1st, 2nd, or 3rd consectutive shot at the same target, it's range gives you a number between 1 and 20 (based on using a 1D20 percentile die). So, a PzKwpf IV-H with it's 75/L48 gun firing at a range between 30"-38" puts it in the Short Range – Band #4. So that 1st shot would base# starts at "14". Priority Fire = none +0, Consectutive (1st) Shot Status: target moving -2, Chambered round = APCBC +0, Target = Med. Tank +1, target concealment = less than half (he was occluded by trees for part of his movement) -2, target moving greater than 8" = -4 (firer is stationary), Target Movement Special – this has to do with turret slew rates at a range of 32" for this German is a -1, He has no special targeting devices on his tank – so, disregard Targeting Special = 0, Total to hit chance is: 6 on a 1D20 so only a 30% chance to hit the Sherman on his 1st shot at 32" (range translates to 750m range or 1 sec time of flight)!
Assume he scored a successful hit. Then you determine where it hit the tank. Rolling a 1D20 where 1 thru 7 hits the turret, and 8 thru 20 hits the hull, somewhere, depending on that part of the tanks anatomy orientation to the firer (naturally, the turret could have a different orientation than the body of the tank). Pretty simple, you roll a second 1D20 for any automatic damage, say a periscope or hull machine gun could be potentially be struck and disabled effecing it's fire or observation abilities. But in this case it doesn't – so you've made a clean hit.
Now we move on to what the damage was. The roll determined that the compartment struck (turret or hull) suffered "Permanent Local Damage – Compartment Out". Only three things need to be considered at this point. Orientation and slope of the surface struck dictating the armor thickness there, and the penetration ability of the round at that range, which we already know that when we looked up the range to target. You compare the penetration to the "apparent" armor thickness.
Assume the round penetrates. Now just roll a 1D6 to see what level of damage the tank sustains. Roll a second 1D6 to determine the casualties, that may vary. Done. Very straighforward – no ambiguity, procedurally and statistically and all correct, but you don't have to even worry about the fact and figures that went into determining those parameters – the result will be authentic and transparent. More involved? Yes, a little bit, but not too much and very manageable. And, we've created a more viceral feel of what just took place.
Perhaps we took 50% casualties in that exchange – the crew freaks, and automatically bails out. Pretty typical of what would happen under those conditions. Let's say the hull compartment was the one put out of action. The crew abandoned a tank that still is viable and still has the capability to engage and fire. The tank stands abandoned and becomes a possible point of contention in the battle. Who ever captures that tank can use it or recover it if it's a campaign game. A lot more interesting, dramatic, and historically also all very probable if not likely.
VB:
Yep. We do it with FoW also. It does require us to use maps and referee but it is doable. I don't see any respectable wargamer as needing rules to tell them how to do this, but I'm interested to see what you come up with if its something newer and not just ref's with maps, double blinds, ect that can be applied to any wargame if you want.
Specforc12:
I wanted to avoid this aspect of hidden moves, but it's so essential to a game that I'm trying to create that generates a more dynamic battlefield experience and compels players to find a way to outflank the opponent and not just do a frontal assaults which are costly, unimaginative, and frankly rather boring. It still can be played quite effectively without this feature but enhances other aspects of the game such as ambushes and rewards aggressive reconnaissance tactics! Again, more interesting. Battles are actually much more than just blowing things up. Any real warrior will tell you that logistics in battle are much more of the story than people realize – in the words of some generals it's all about the logistics – who can get there fastest with the mostest! Napoleonic principles of combined arms at it's best.
VB:
That can work. Worked OK in the Chadwick games I referenced above.
Cool. Interested in more details.
Specforc12:
It's more hassle but with proper preparation prior to "game night" can really make the game more exciting and full of surprises – that ups the interest quotient. And, again, requires the players to be more astute regarding their tactics and make judicious use of their recon elements, which I give enhanced abilities enabling them to be more useful and focused on what recon units actually do. There are excellent sections in two books which inspire my adaptaion of these recon elements, one is Panzer Tactics by Wolfgang Schneider and Tank Tactics by Roman Jarymowycz. Both give excellent detail on the many different roles and methods of employment that Recon units use on both the German side and the Allied sides. There is also a book from Osprey that addresses this specificity – Elite #156 WW2 Combat Reconnaissance Tactics by Gordon L. Rottman. My rules make accomodations to enable the recon units to excel in detecting the enemy in hiding and to determine battlefield environmental conditions that are not given to the players at the beginning of the game another interesting variable one doesn't see in other games but could easily be given in any game by the scenario designer. I describe this in my rules under "Recon Missions" and describe how these variables can be instuted into any game.
VB:
I've played I-G0-U-Go, I've played simultaneous phases, I've played random command and control, command points and I've played total control. I've been around the block a few times and still get out for the occasional stroll to try something new.
Specforc12:
Well, I defer to your extensive gaming experience which far exceeds mine, undoubtedly. And, I acknowledge the import that has and your putting me on the spot, which is good. I need that. You playing devil's advocate is very good – though I realize you are way on the other end of the spectrum than where I'm coming from. And, we both have already acknowledged that. If at some point in this process of creating this game I could make you sit up and take notice, even a little bit I will feel I'm homing in on a far better creation, that may even get some to try it and perhaps even like it?!?
I'm sort of taking Wolfhag's approach that he's doing with his game "Treadheads". He's my chief (and only) techinical consultant. He's going the Nth degree with his game to cover all the contingencies and variations, etc. and working backwards from there to simplify his game that WILL BE marketable, hopefully, and, by the way, will probably be more so than mine, at this stage. That approach is obviously harder, but more a sound approach as it insures that you cover all bases and don't miss something potentially essential. I'm basically going about it in the same way, only that I'm starting much further towards the middle than him. Though, I doubt I will go as far over in simplifying as he might, otherwise I risk gutting the best part at the core of my system. The two games are as wide apart in concept and execution as anything could be. My approach if far more conventional and a bit more "old school" to be sure. However, his game is arguably the most innovative and compelling compared to anything yet designed I've ever seen on the market, then and now. He has a truly is unique and fresh approach that no one to date has considered, and is further along in actual playtesting than my game and shows promise.
VB:
I've settled comfortably back into the I-GO-U-GO, which clearly has its limitations, but also has its simplicity. The quantum shift for me was starting to look at a turns not as two separate sets of moves & resolution down in sequence, but as interpreting the outcome of a turn as the sum of both players moves. Hard to wrap your head around perhaps, but I see the players' sets of moves as simultaneous even though they get resolved sequentially by game mechanics. If you don't get the gist of what I'm talking about here I don't blame you. Took me decades to wrestle with it. If I hadn't gone on so long already here, I'd try to make it a bit more clear.
Specforc12:
I think I read what your saying, it's really a kind of looking at it psychologically and one big turn. My game sort of takes this together in a similar way, but alternates the IGO-UGO every other turn. And, after both sides have done their movement then I introduce the combat. Whereas, in the IGO-UGO system after each side moves it fights. I blend the two so it dramatically minimizes the advantage the side conducting the combat has. Also, in my alternating movement every other turn there is a sub-component to the movement that depending who has the opening gambit move every other turn also has his turn interupted by his opponent, who gets to move everything at once. And, since I have simultaneous fire I needed to allow priority of fires in a "Mexican Standoff" situation which more often happens than not. Hence, I call it the Mexican Standoff rule and solves the problem fairly easily without getting into the details of how it works.
VB:
I think when you get down to it, all wargames have something positive to offer if they can get people playing them. There are a lot of ways to skin a cat and I'm happy to see it that way with a huge selection of options. I do try to fully consider the positives and the negatives about all of them. I don't really like talking negatives about the games I don't play but I'm more than willing to discuss and debate the negatives about the games I do choose to play so long as the discussion is balanced by addressing the positives too. I'm quite OK if the cons out weigh the pros for a person, but normally I only see harping on the cons so I'm left wondering if full a holistic view has really been given.
I'm pretty sure it was a big headache for Pieper too. Maybe you got closer to history than you though? Tongue in cheek here in case that did not come through well. Really, I am sorry you had a negative experience. I do hope I do a better job when I show new FoW players the ropes.
Specforc12:
Well your "tongue-in-cheek" comment is apropos, in a way. But, it really came down to the need to know the nuances of the rules and that many of them are not immediately obvious or what I would call, intuitive. And, yes, I was handling a lot for my two person team. The other half of the same battle was going on concurrently with it's four players (two per side) right next to ours, then the continuation of the battle the next day furthered the experience. We didn't have any cheat sheets because the GM's were informing and driving the process anyway. Are reference material was pretty superficial.
VB:
A noble goal! I love your intent but am a bit concerned about the practicality. I've heard the same message before for many rules sets for many periods and have seen it come up short like about every time. Maybe you'll be the one that has the rules that can have its cake and eat it too with respect to detail and simplicity. To me these are forces that are at odds with each other and seldom work well together. And when I have to choose, I remember "Less is More" move on out with simplicity. At one point in my life I though much like you a detail focus. Now I see sometimes that too much of a focus on detail often takes me away from where I want to go with a game. I'm not saying I'm smarter or have the answer anymore than you at all. I just have better realization of my own limitations now, the shortness of life, and about getting after what I want to get after with the minimal fuss.
Specforc12:
I can respect that, if you don't want to be bothered with the extra detail – that's legit. Your at a point where you've been there, done that and have settled comfortably into something that gives joy in whatever form it may be in.
VB:
I recommend that you set up a web site or yahoo group or something and invite some folks who you think will add value to the process to get involved there. I might be more of a devil's advocate and the old fart counseling you away from where you intuitively want to go, but a counter viewpoint can sometimes be h more informative than a bunch folks that are too much on the same wavelength as you already.
Specforc12:
I need to round out my game more before I can present it on a website or even to play testers. I have to make the whole infantry aspect work smoothly with my armor combat and artillery combat aspects. That's my biggest challenge right now. I already have the website name reserved. I'd say I'm about 75% done with the game rules not including polishing the cheat sheets into an easy to use and follow form. I've done a vingette of that at my first convention playtest with very good results. I handed it to a seasoned gamer but of course like everyone attending my game had never seen any of it before. Well, after short explanation within a couple of turns he was handling that side of the board by himself with the others and I didn't have to do anything except answer a rare question or two. He gave me the best input that day. And, actually stated, that in his knowledgeable opinion that the mechanics produced a very honest representation of WW2 armored combat. I was very happy to hear that. He required no supervision almost right away so I knew this wasn't as daunting as some of my friends intimated.
VB:
You know where to find me!
Specforc12:
Yes, I do and hope to get more important objective input from you and others, because I do want to know what makes some gamers tick to give my game better appeal, with well-reasoned players.
Sorry for the dissertation. I'll shut up now – I'm sure Polecat will be glad to hear that!
- T.I.