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"A wargame's themes" Topic


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Uberhaare02 Apr 2016 9:30 a.m. PST

Hey everyone, first post here, although I'm a long time lurker

I've been thinking about themes a lot lately, and I decided to finally make an account, given my situation, and see what you guys think about this. This is a post I made on a google group of a blog about wargames I usually read.

"Yesterday I was re-reading some of the posts in the blog, and found the one about design philosophy. Then it got me thinking about something that I once read about themes in worldbuilding for RPGs, that you should think about 4-5 themes and stick to them no matter what, so the world makes sense. It's actually really similar. Sticking to a design philosophy is more or less the same as sticking to certain themes, well, maybe they're the same concepts with different names actually. If you say that your wargame is going to have a 'your dudes' theme (as in Mordheim or Necromunda for example), then having 30-40 soldiers per side isn't doing much in the way of helping your theme.

Of course, a wargame does not work in the same manner as an RPG, but I guess there are a lot of similarities, after all some games like Savage Worlds are a little bit of both.

I guess there could be themes for the game itself and the mechanics, as well as for the world in which the wargame is based on. It doesn't matter if it's historical or fantastical or sci fi or whatever, because the author may choose to focus on a specific part of the conflict he wants to represent.

For example, you can focus on the logistics aspect of WW2 and have a huge boardgame-like map where you try to connect supply lines to armies and whatnot, or you could focus on a small squad of a few men. You can focus on the horrors of war and the psychological effects of seeing your buddies bleeding to death due to light machine gun fire, or you could focus on the 'heroic' aspect of war, or whatever actually.

So, do you use some kind of themes when you design wargames? What specific themes do yo like? Do you think there are over exploited themes and under exploited themes? Do you think some themes will never go away?

We can also discuss themes of already existing games, and if their mechanics actually add something to contribute to that or not.

I just thought it could be interesting to have some discussions about this. For my part, I've been designing a wargame since last year, and after a lot of playtesting, I decided to scrap a lot of stuff, because I believed it didn't fit my themes, and that's what got me thinking this."

GildasFacit Sponsoring Member of TMP02 Apr 2016 10:49 a.m. PST

My preference is larger engagements where the minutiae of combat are abstracted into the overall performance of units. I want to be the General and test my decision making and planning against another.

I'll happily play a much wider scope of historical wargames but my stuff is mostly pitched at that level.

Kropotkin30302 Apr 2016 2:08 p.m. PST

Hi Uberhaare,

The themes that I build armies for and play games with are based on stories. That helps me to keep what fits and doesn't fit in my mind.

Lord of the Rings
Conan
Lovecraft
Barsoom-But I have no figures yet

The other theme that I have is cold war gone hot, but it is placed around 1979 so no super tanks yet.

I agree with you. Get your theme and that concentrates what you need to do or collect.It also suggests what scenarios do and don't belong in your games.

Interesting thread.

Ottoathome02 Apr 2016 2:33 p.m. PST

Dear Uberhaare

You are quite correct in all your points. I have in my 54 years of gaming tried many themes and I have found that it is not wise to vary them too much. I did a lot of role playing in a former life, having got into it at the behest of a friend. Before that I was a solid miniatures gamer.

Since then I went on to get several advanced degrees and studied history all my life. I can now definitely say that it's like a smorgasbord at which there is very poor quality control. Don't have the shrimp with a greenish cast to them.

What I mean is that some of the grimmer aspects of history combined with a time of gaming with Osprey Nazis got me off strictly historical miniatures and into Imagi-Nations. That will be very familiar to you from role playing, which is basically a role playing world writ large. So all of the countries in my world (whichever area it is in,) are mythical, or imaginary, and that includes 18th Century, Ancients, Rebnaissance, Modern and Civil war. Yes Civil War, where the two protagonists are Sterling (Silver) Service, commanding the Onion Army of the Passaic, and General Holden MahJohnson commanding the Army of Missabama for the Cornfederacy. The other countries in all time periods are puns and humorous names like Saxe Burlap und Schleswig Beerstein, Bad Zu Wurst, and a Russia type country called Gulagia, with its capital at (wait for it) Gullagin's Island.

The main theme in all my gaming is as you can guess, it is played for laughs. and is in fact a burlesque of real history. Even WWII gets a treatment as if it were done by the Marx Brothers or the Three Stooges, It helps me avoid fighting for three of the four great moral evils of modern man.

I write my own rules where the second theme comes in. Games are not here to convince you that you are a Napoleon in the Rough, or an undiscovered military genius, but a guy getting around a table with his friends and having a good time. Thus the rules are fast simple, and easy to learn. No more than 12 pages and its just a matter of fun. But the rules always allow for player input during the battle.

For example, if you want to do something not in the rules or added to it, you can, provided you can convince the umpire (me) and oh yes-- stand on a chair and sing us a song. If you pass and do a good enough job, for humiliating yourself I will probably let you do it.-- maybe. Can you picture Napoleon standing on a chair and singing "Frere Jacques" to get Grouchy back on the field of Waterloo? I thought not.

If you want to see some of the stuff I have posted look in the 18th century community on this board and under the Imagi-Nations topic. There are several posts on the 18th century Imagi-Natons campaign we are running here.

Oh by the way if you're interested in any of the above. Check out the Society of Daisy on Yahoo and join. There's about 250 of us who are into the above paradigms along with other humorous and fun things.

We have a convention too, in June, this year the 17th to 19th in Lancaster PA.

So what are your themes? You did not list them.

Whirlwind02 Apr 2016 11:18 p.m. PST

Do you think there are over exploited themes and under exploited themes? Do you think some themes will never go away?

I think perspective-based games are under-exploited. Many wargames almost conceive of an army (or division, or battalion, or section, whatever) as the entity which the wargamer plays, rather than designing a game to put one in the perspective of a particular commander.

Imagine a WW2 aircraft game which concentrated on the perspective of a flight leader (3 – 6 aircraft). The game would have to operate at 3 "levels" simultaneously, but with very different levels of detail. The player would operate his own aircraft in a traditional "control my plane" manner. The player could direct his wingman/wingmen and second pair with the kinds of commands that could be passed over a radio (or by wing-waggling, or whatever); this would be a lot rougher than the control of his own aircraft; there might be a third level of inputs from "higher up". All this would be quite different from a typical flight leader game, where the player controls all four of his planes in a similar manner.

I think one of the best "perspective"-based games is Paddy Griffith's "Generalship Game" in his "Napoleonic Wargaming for Fun": Napoleonic campaigning from the actual perspective of a general.

Personal logo McLaddie Supporting Member of TMP03 Apr 2016 8:26 a.m. PST

G' day Uberhaare:

Themes? Folks have so far mentioned:

Aspects of War: Logistics or Command Perspective
Scale: Larger engagements
Approach to gaming: Burlesque
Topic: Particular Stories like Lord of the Rings

Some of those are design goals. It sounds like you tossed out parts of your game design because it didn't do what you wanted it to.

Others are the subjects chosen, like perspective or logistics.

What I understand theme to be comes from literature [Love conquers all] and organizing business conventions ["Life's a party", so there a lot of party paraphernalia in workshops and meals etc.], as well as designing games.

The closest thing in the above list matching that is "War is burlesque." A theme is not tied to a topic or era specific. "Love conquers all" can be the theme of a romance or thriller. War as Burlesque can be applied to 18th century, Napoleonic battle or WWII..

The theme of my wargame designs have always been "Order vs Chaos." The unpredictability of friction, the efforts of the enemy to inflict chaos on your plans and units while you attempt to do the same to the enemy with the tools at hand. Those who maintain order longest, win.

That theme could apply to an Viking Skirmish game, an entire Napoleonic battle or a WWII divisional game.

Just another way of considering theme compared to topic, scale or perspective.

Ottoathome03 Apr 2016 8:38 a.m. PST

Dear Uberhare

Here is how battle reports under my "heme" work out.
THE BATTLE OF Fleu Decoup.

By Otto Schmidt

The salient features of the Battle of Fleu De Coupe Were quite different than those which held sway in The Battle of Picknickov. Briefly the action of the campaign and the battle report can be completed in one report. The dynamics of the campaign were already covered in my last post (go look at it) and it transpired as a struggle of two brigades of the Kingdom of Flounce attempting to fend off a raiding and plundering punitive expedition by the Kingdom of Bad Zu Wurst. The latter had two cavalry Brigades, while Flounce had an elite brigade and an infantry brigade. The Bad Zu Wurstian forces thus disposed of four regiments of heavy cavalry, four of light, two of dragoons, and two light guns, and two wagons, while the Flouncease had four infantry, three elite regiments, two dragoons, two light guns, and two wagons. What would be significant also was that unlike the clash of armies last time, each side had only six low ranking officers (1's and 2's) and not the magnificent cadre of 13 they had the last time.

One of the facets of the "Oh God! Anything But Six!!!" rules is that some strategic units (Brigades) offer a choice of units, and the Elite Brigade was one such. The three Elite regiments can be either Grenadier or Light infantry, and in this case, Mike Lorenzo, the Flouncease commander chose one Grenadier and two Light infantry regiments. In addition, Light infantry can be broken down further into six stands of SCUM or skirmishers, but Mike did not choose this option.

The terrain for both sides was equally defensible, and was staged on a border between Flounce and Bad Zu Wurst. It is shown in the map and basically had a river running about a third of the way up across the short side of the table, which was 6 x 12, and the battle was fought in that axis as well. In "Oh God! Anything But a Six!" victory is determined by the use of Victory cards, which can be either strategic points, special units or critical losses. The first two are usually placed by the players themselves, and the Critical Losses gained when a side destroys an enemy unit and rolls a 5 or 6 on one die. It then gains this card to add to the victory total accrued at the end of the game when you have a unit standing on one of the cards. In this game, I did not use the Special Units (camp, headquarters, or Line of Retreat) and only the other two. Thus the location of the strategic points is shown by the little yellow stars on purple squares. I placed these generally around the board to signify the plunderable points, Grandmothers house, The Gingerbread House, Wafflehause, and so on.

One significant factor in the game was that the numbers of units was low, and both sides would be faced by different challenges. The Bad Zu Wurstians would be handicapped by a lack of infantry, but the benefits of great mobility would be with them, and as they had to more or less hit and run this disadvantage would be in some sense rendered minimal. The terrain however favored the Flouncease.

Norm Thyme and Sean Thorne commanded the Bad Zu Wurstians, while Mike Lorenzo and Peter Frechtling the Forces of Flounce. Mike opted for a defense in depth, opposing any advance across the Bridge with his regiment of Grenadiers and the guns, backed by light infantry, and on the flanks with the line regiments, with the Dragoons in the immediate rear to shift either way. Note that the advantage in terrain was going to be minimal as the way it was arranged meant that it would inhibit the movement of any Flouncease reserves as much as provide protection to the troops in front.

The first turn of the game began with Sean holding off about one brigade of cavalry for an outflanking move. Norm was charged with forcing the Right Ford, while ineffective cannonading marked the efforts around the center. The event card for the first turn was Master Maneuver which really was of no use to Sean as his intentions did not coincide with this. Significantly Sean s attempt to move off the board to encircle his enemy failed miserably, and Norm was held up at the ford by the solid Flouncease infantry, and though thrown back, they were able to recover and retake the ford on the next turn.

The next turn saw the Event Card False Ford/Find the Ford which allowed Sean to nominate any one of the river hexes NOT fordable as fordable, or conversely to make a ford unfordable. None of these however was of the slightest use as he already had more than enough fords . Once again though his outflanking move did not pan out and he was stuck on the board with almost a third of his forces doing nothing again. Norm however managed to push back the infantry and due to a favorable pursue card in the melee, advance in to cover his crossing.

On the third turn the card Idiot with Initiative was drawn, but it specified that Mike and the Flouncease were those to use it. This card allows him to move one unit of the enemy force as he wishes. He pushed Norm s units back over the ford, but could not in the event in the subsequent movement phase, get his own units up to the ford again so it remained lost. On this turn Sean finally succeeded in getting his flanking move off the board and on its way.

On the fourth turn the event card was " Scattered Volleys" . This allows the side with the card to roll a die each time the card is used. If it is a six the card is cancelled. Anything else and the enemy units fires as if its fire rating is 1. This Sean and Norm used to some effect but it was not a huge effect. Norm continued to push back from his ford and drive back the Flouncease forces. Sean succeeded in coming around and entering the board by The Gingerbread house in the extreme left rear of the Flouncease forces. This they captured easily but were soon opposed by a regiment of Flouncease infantry.

Sean s fifth turn came around and he would have had to roll on the 1 to 2 initiative card, but he got quite lucky and drew the Keep Initiative card from the event deck. This card is normally not so decisive, but now when he needed it it was welcome. It gave Sean the mobility to keep Mike pinned everywhere while his outflanking move tried to do its worst.
Sean also at last had succeeded in getting across the Bridge, and the left ford and the Flouncease units were getting stretched thin, especially after losing two of their line infantry regiments in melee.

One of the features of OGABAS is the ability of units to cover ground, matched by the attrition factor of numerical superiority. In order to keep Norm and Sean (Bad Zu Wurst) from running rings around the Flouncease forces and making deep penetrations under the enormously facilitated initiative move (troops can move as far as they wish so long as they don t come into the zone of control (8" of an enemy unit or enter rough or very rough terrain) a defender will have to spread himself out to cover space. Once the advantage of the river line was lost this would be harder to do and Mikes lines were stretched to the breaking point several times simply to keep the lines covered. This meant there was a huge gap 16" wide at one point, still covered though by the zones of control of the light infantry units and one infantry unit, which the Flouncease could advance INTO but not go through, even though they had initiative. Aided by the fortuitous presence of the woods, a single stand of Grenadiers was able to screen Mike s right center while on the right Norm s cavalry was pounding the Flouncesase around The Gingerbread house. Sean was trying to push down the road from the Left ford, and Sean s cavalry around The Gingerbread House was charging the infantry placed in front of Fleau Decoup. A break on any one of these positions would have meant the collapse of the Flouncease line and the whole valley would be put to the sword.

Sean now played his 1-2 Initiative card and to the surprise of all, rolled a 1, thus giving him initiative for another turn. Mike got the Portrait Opportunity card but the one minute was not enough for him to think of some action or bon mot to get him a free victory point and so the game continued without enlivenment for the history books.

The battle ended shortly thereafter with Mikes gaining the initiative, but though he was able to recapture The Gingerbreadhaus , he had lost too much do much more and so he held three of the plunderable houses, Sean held three, but Sean had two Critical Casualty cards and so had a victory of 2 points. As Norm had one of his brigades helping, they split the two points.

Dinner was then held, Chicken Tarragon over pasta with wine and garlic bread. After dinner the intentions were taken for the next game and Mike (sort of ) finally wangled his way into his crusade against Ikea.

PURKPLE PROSE REPORT
In the world I have envisioned the major thrust of all reports from Bad Zu Wurst are a documentary trail of dispatches to and from Faustus the Grump, King of Bad Zu Wurst, and his younger brother, Umberto. Both are military genius, but their professional discourse soon trails off into typical bickering, sibiling rivalry and out and out nastyness.


The battle of Fleau DeCoupe

To Prince Umberto , General of the Army of the Barcarole
Headquartered at Bombazine.
From King Faustus.

Monsieur. It is our wish that you teach the perfidious Flounceasease a lesson. It has come to our attention that they have appropriated the Grunriesethal of our state as part of their province of Formicacia. This area has long been under our sovereignty and they, the Flouncease, under some spurious pretext of a border rectification have claimed it as their own. You are therefore ordered to lead a brigade into he area, eject any persons the Flouncease have established there, and reclaim it for our realm. I have no doubt that the dolt who rules in Floucne has again been bamboozled by his ministers and mistress , and not knowing his ass from his elbow, has been deluded by these miscreants. You are therefore called upon to enlighten him

Faustus so called The Grump.

To Faustus, King In, about, over under around and through of Bad Zu Wurst.
Barmecide,
From Umberto your loyal Brother.

My Sovereign. I am a bit mystified by your order for us to repossess Der Grunriesethal, as it presently has my troops all over it, and we are, in fact, in full possession of it and have been for these many years. No one around here has seen any hide nor hair or any Flouncease troops, and there are no signs or traces of them. The ususal things one sees when the troops of Leonardo XV are in the area, wagons plundered, farms looted, the theft of merchandise from the peddlers, and the dispensing of candy to children around the school yards from under their voluminous white coats , the systematic killing of the women and raping of cattle, we have not a single report. Needless to say there has been no word. I therefore ask you for confirmation of your order to carry out a punitive expedition, for I can see no evidence of the depredations you assert. I do note that there was a minor incident a few weeks ago where two women crossed the border claiming to be Flouncease countess. This matter was investigated and the two were treated with the utmost chivalry and respect due to any noble women, until we verified that they were in fact Flouncease countesses after which we treated them accordingly. They departed from us quite happy and vowed to come again for the parties.

Prince Umberto

To Prince Umberto , General of the Army of the Barcarole
Headquartered at Bombazine.
From King Faustus.

My dear brother. Are you saying that your sources are better than mine? Why the Prince of Larcymouse who is the enemy commander in charge of the province across from you has forty cooks and one spy, while I have forty spies and one cook. I have the dispatches right in front of me which state quite clearly that he has taken the Grunriesethal, and is presently sending his troops all through it oppressing the weak and meek and carrying off everything of value. Further the entire area has disappeared from my map! Such effrontery cannot be counseled. I order you to not only repossess yourself of the aforementioned Grunriesethal but drive across the border and plunder the area around Fleu Recoup as punishment for the depredations these miserable canaille have inflicted on us.

By the way, are you SURE you are looking at the right map? The area is the Grummriesetahl.

King Faustus.
To Faustus, King in blah blah blah, Bad Zu Wurst
Barmecide,
From Umberto your loyal Brother.

Your Majesty.

I have dutifully investigated this again, and can find no sign of Flouncease troops having entered our dear Bad Zu Wurst. I did hear (I have spies too, but also keep several cooks) and what they tell me (the spies not the cooks) is that indeed the Prince of Larchymouse has been ransacking his province across the river, for he was desperate to find out where the two Flouncease Countesses had gone to. It appears he had special ordered them from the capitol and they came with the highest recommendation and references. (All of which the men in charge of entertaining them when they were in our camp attest to.). Once these dainties were sent back across the border, (we think with a tiny countess in each of them) he called off the search, though our spies report that they were listless and lackadaisical about their Countessly duties when with the Prince. Anyway, again there is no sign of any soldiers having crossed the border. By the way, are you sure YOUR map is correct? I have it clearly marked on mine, and I also have a copy of the map that the Prince of Larchymouse is using, and it agrees completely with mine though of course the name of the place is in Flouncease and is "Val De vert geant jovial ho-ho-ho."

Prince Uumberto.

P.S. I just received a letter from Lieutenant Beitz of your staff, who I asked to look at your map, and he tells me that the corner of it which shows the Grunreisethal, was folded over and creased so that it did not show. He has said that once it was flattened out and ironed a bit, the Grunriesethal was shown in all its bucolic glory.

To Prince Umberto , General of the Army of the Barcarole
Headquartered at Bombazine.
From King Faustus.

My brother! You are malingering again. I have said that the Flouncease must be punished for their perfidy. Has it not occurred to you that the enemy is devious and cunning as the fox, and it was no doubt a Flouncease agent that did the folding and creasing of the map so as to remove it from my gaze. Remember my old sayings to you "Out of sight, out of mind!" Thus they attempted to deprive us of our beloved citizens and soil the honor of Bad-Zu Wurstian maidens. I peremptorily order you therefore to raid and pounder the area around Fleu Decoupe in reprisal.

King Faustus.

To Faustus, and so forth and so on.
Barmecide,
From Umberto your loyal Brother.

My dear Sovereign.
Have you seen this place lately? Tthe Bad Zu Wurstian maidens you wax poetic about all have a "heffeiresque" quality that at times makes them indistinguishable from the cattle! So I partly do not blame the Flouncease for their practice of raping the cattle. They get confused. In fact, the aforementioned Flouncease countesses were the only females that one would not expect to see bellied up to the trough or relaxing in the mud. In any case I shall execute your instructions.

In advancing this design I have discovered that the Flouncease have two and not one Brigade across the border, and I have contacted the commander of our allies forces, The United Never-Neverlands who has posted a cavalry brigade here for his permission to use his troops to even up the battle. As soon as this arrives I shall advance and execute your orders.

Umberto

To Prince Umberto , My lazy brother.
Headquartered at Bombazine.
From King Faustus.

I do not see why you have to involve the forces of the Stadtholder of Never-Neverland. Surely a full brigade of our splendid Cavalry should be more than enough to dispel a few of the rabble of Flouncease that you say are out there. What must I do to be obeyed? Come there myself and do it. Are you not aware that I must attend to our yearly parade of the army which is instrumental in impressing fellow and allied sovereigns of our power and might. Can I not leave the simplest details to you! Why must you always be so willful. I recall that you always toadied to our late father and went tattle tale to him, and always sought to undercut me! I have not forgotten! You have, by using the Brigade of the King of Never-Neverland now caused the state and me a great expense, for we shall have to pay for them and for any damage done to them! I should, like our late and unlamented father, take every Pffennig out of your salary.

Faustus.


To Faustus, the Lord High King of Misers.
Barmecide,
From Umberto your long suffering brother.

Your majesty. The force has departed upon the mission you have charged me. We are presently in the Grunnriesethal where all is safe and no trace of Flouncease presence is found. I assure you that the young heifers of the region are doing very well and mooing contentedly. The cows are quite contented too! I should say that these maidens are not that bad (once you get used to them) and you might do well to take a few to serve you in the palace. I admit that they are somewhat more substantial in the hind quarters than your whippets, but you would get used to it and they don t bite when importuned, as I am told your dogs do.

Anyway We advanced to the River Dance which is the border between our state and the kingdom of Flounce. We will cross it tomorrow and execute your orders upon the hapless Flouncease. By the way it wasn t me who constantly tattled on you to father, it was that little minx Whilhelmina, your favorite who did. I m amazed you never realized this.

Umberto

To Prince Umberto , My lazy brother.
Headquartered at Bombazine.
From King Faustus.

What!? I am astonished you have only reached the River Dancse! Are your feet mired in cement! You should have made that place a few days ago! Why are you so slow? Do you not realize that time is of the essence and the more you tarry, the more the Flouncease have time to take counter-measures to your attack! I knew this would happen. Wilhelmine told me all about you, and don t think I have forgotten that time when father caught me in my Flouncease outfit and playing the flute besides! I took a severe beating for that! I shall not forget!

Faustus

To Faustus the King of the Whippets
From Fleau De Coupe.

We arrived here in good time. Check your map, the corner has probably folded over again, or else one of your dogs has piddled on the map and erased the ink. The river Dancse is crossed by three points. The Right Ford, Left Ford, and the Rude Bridge that arched the flood in the center. All were guarded. Under orders by you to go over the river and through the woods to Grandma s House, we made the following dispositions. From what we could see of the enemy he had the crossing covered with two regiments of foot and two batteries of artillery. Both fords seemed guarded by detachments of Grenadiers. I mounted a diversionary attack by a regiment of Light horse on the left, and two regiments of dragoons in the center, where our own guns occupied the enemy. My main striking force was of four regiments of Never Neverlandian horse which were to attack on the right ford, and another four regiments of our own Bad Zu Wurstian horse under General Gneisenuf to make a wide flanking movement, going down river to an unguarded ford and coming in behind the enemy position by forced march. General Ohnslogger of the Never Neverlandian forces commanded his brigade and manfully charged the ford but did not succeed in brushing away the enemy grenadiers and was turned back. Unfortunately I was then informed that the flanking movement of General Gneisenuf had not moved a inch. When I went to that General and inquired why, I was informed that the good general was under the weather, having acquired what we call The Flouncease disease from the ministrations of the two Flounceasean Countesses we had apprehended the week before. The officer, in much distress, I relieved of his duties and turned the command over to General Schoenuff . I then went off to arrange support for the good Ohnschlogger, and to make more effective our attack in the center to support him. I was again chagrined to find that Schoenuff had in his turn not executed the flanking movement, and went back to the position of the Brigade. Here Schoenuff confessed that he had succumbed to the same ailment as Gneisenuff but noted that it was from the "other" Flounceasean countess, and not the one that Gneisenuff had been laid (in every sense of the word) low by. I immediately dismissed him and appointed General Snideschlitz in his place and he, firebrand that he was, and preferring whippets, like you, to Flouncease Countesses (though I cannot understand why) was free of contagion. Satisfied all was now in order I received word that the Brave Ohnslogger had taken the right ford and was driving against the Gingerbread House on the right, held by a regiment of the enemy dragoons and a light infantry regiment. At about midday the flanking column under the redoubtable Snideschlitz came into the Flouncease rear. Attacking the position around Grandma s House. Much was hoped of this thrust, but alas the Prince of Larchymouse was able to shift his last reserves to block us, and we eventually were only able to threaten the village of Fleu Recoup. It seems that one of the aforementioned Flouncease Countesses had been found in Grandma s House and Snideschlitz, receiving a minor wound, insisted he be carried off the field into this house to be rescued under her tender ministrations. The action on the other end of the field, around the Gingerbread house was also fierce, it changing hands several times and, I might add, that the other Flouncease Countess who was found in the house changed hands several times as well.

The Prince of Larchymouse attempted to regain these places, but was not able to and so they were right and truly sacked by our troops before we withdrew at days end. I do note that in compensation for not being able to thoroughly wreck the area we severely mauled the enemy forces in the area. The matter is I think successfully concluded.

Your unfortunate brother Umberto.

PS. We did manage as spoils of war, to carry off the Flouncease Countesses and I shall send them to you for your interrogation and as trophies of our brave arms. They are quite fetching and I have made sure through our brigade surgeon that they have been rid of the ailments that brought so many of our troops low. I heartily recommend that you play with them rather than your damn un-palace broken dogs! By the way the reason Wilhelmine disliked you so much was that "Flouncease outfit" you liked to dress up in was her dresses and under things, which would not be so bad except you insisted in dressing your whippets up in them as well.


To Prince Umberto , My idiot brother.
Headquartered at Bombazine.
From King Faustus.

I am shocked and saddened that once again you have failed to obey my orders! From what you have told me in your dispatches it is entirely to your own negligence and obsession with Flouncease Countesses that you have come away with only half a loaf from the raid on Fleu Recoup! Why did you not march sooner! Why did you not pay more attention to the condition of the flanking move?! Have you not read in "Instructions to My Generals," Chapter 5, section IV Paragraph 23, Sub-paragraph 19, Citation AB23/49CD- xy 9, Addenda 22, errata 443, about the necessity of timely inspection of the kit of general officers to make sure that the proper prophylactics are present and used, and if a general does not take the most intimate inspections of his men he has no right to expect performance. Why this is a gross strategic mistake tantamount to not inspecting the flints of a squad of musketeers before action! I am also quite certain that you do not observe the proper stitching of the Feldwebels chevrons two fingers above the elbow, which cannot have but the most detrimental effect on the performance of the men! Had I been there I would have had Gen Shoenuff gone over the river and through the woods to Grandma s House on the right, and the Stupid Ohnslogger would have attacked the central ford. I have discovered that by our contract we are not required to pay the pensions or salaries of any troops of the United Never NeverLands if they die, only while they are alive. Further I would have been the first task of the army to outflank the Gingerbread house and Take Fleu Decoup! How can our state prosper when you make such gross mistakes! I am, my dear brother almost driven to cashier you.

Faustus

PS. I have seen the Flouncease Countesses you have sent me, and they are quite unsuitable! While certainly beautiful and I am sure well versed in the practice of Flouncease Countesses, They are quite useless for my purposes. They were quite horrible at "saying hello," "shaking hands." "Rolling over," " Playing dead," and as for "fetching" when I threw the stick they watched it fall and looked at me as if to say "If you wanted that thing why did you throw it over there!"

Uberhaare04 Apr 2016 1:40 p.m. PST

Hey everyone, thanks for all the replies! Sorry I took so long to respond, but I was a little busy.

Kropotkin, I agree some stories can be excellent themes. That works fine for RPGs, why couldn't it work for wargames? I used to play campaigns of LOTR SBG with my friends based on what-ifs of Tolkien's world. Those were some good times.

And yes, I believe it's one of the first things that everyone should consider at the moment of designing a game. Gameplay themes and fluff themes should match, at least a bit, and should be central in the creation of rules, factions, stories and everything.

Ottoathome, that was an excellent example of a well executed theme. I imagine you all have great fun playing that game. Those letter-like reports are amazing, I wish we could do stuff like that with our friends. Even include some connections between RPGs and wargames, with all those letters as characterization of different PCs and NPCs, seems like a good idea.

"Doing it for the laughs" seems like a really complete theme. Although I think it usually is a 'support' theme of sorts. For example, think about the best game of the infamous Games Workshop, Mordheim, it had LOTS of humor, yet it was not the main theme, but it helped in adding something to their dark fantasy ambience.

Whirlwind, I like your idea. Skirmish games can be played like that sometimes, specially if you mix a little bit of progression/RPG style in them. Using a character and his retainers, and having limited control over the other soldiers can give the sense of being right there among the troops.

McLaddie, I agree with you, some themes are not tied specifically to any settings/periods or whatever. War is burlesque is a good example, but also some themes like 'time of exploration', 'war is hell' or even 'your dudes'. In fact, most themes aren't tied to anything.

I think a good designer must find themes that go perfectly with what he wants to convey about his world, about the feeling of the game he's creating.

If it's a game about exploration, the dangers of a new world and new adventures, he must use both mechanics and 'fluff' pieces that tie together those themes to make it an entertaining game. Of course this is not exclusive to wargames, but I think that the best wargames, the ones we do remember very well and stick in our heads for a long time, are those that have managed to seamlessly fuse themes, mechanics and background information (maybe even the models, if the game is tied to a specific range of models) into one beautiful game.

What do you think are well known games that stick to their themes really well? And those that don't?

Thanks for all the replies everyone, it has been great reading you all

Ottoathome04 Apr 2016 2:47 p.m. PST

One other theme, Uberhaar, which I use that I thought about was that rules must be as far as they can "evocative." That is, that they provide situations and things in the game that "evoke" that is play on the emotions of the players to 'evoke" some sentiment or feeling. This is very hard to explain and can best be done by giving an example from music. One of the most evocative movies ever was Walt Disney's "Fantasia" 1939. The movie was ground breaking and really marks the invention of "the music video." What it was, if you have not seen it, was the blending of film to music, to both heighten and emphasize both in a harmonious whole. The comic scenes of Mickey Mounse as "the Sorcerers apprentice" is a well known example, along with Rimsky-Korsokoff's Night on Bald Mountain as the torturing by the devils of the souls in his inferno, followed by the sublime juxtaposition of "Ave maria" and the pilgrims. Others are just as evocative as Beethoven's Pastoral symphony in a land of centaurs and winged horse. Perhaps one of the best is when simple tones and palettes of image are played to Bach's Tocatta in Fuge.

One of the most evocative pieces in my mind of the 18th century for example is the third movement of Haydn's Sypmhony #101,"The clock." Although the tempo is way to slow for the even the slow march of 72 steps a minute which was the ideal of the 28th century, slow steady pace, for me is one that most brings to mind the movement of the troops in an almost stately "maneuver by minuet" with the occasional interruption of the piccolos and flutes sounding like a cuckoo coming out of the clock and serenading the troops. Another example is Mozarts "Contratanz" in honor of Saxe Coberg and his victory over the Turks at the Martinsee.

An example of trying to bring in this evocativeness into the game through the rules is in my games there is a type of troop called "SCUM". "Scum" are obtained by breaking down an "elite" regiment into either Grenadiers or Light Infantry, and if you choose light infantry you can break them down into six stands of "scum." These are skirmishers and vedettes and you can place them individually around the field where they harass and annoy the enemy out of all proportion to their numbers. They are most useful in holding up enemy attacks, or guarding flanks, or putting them in woods where they can do all sorts of mischief and hold up an enemy all day. They have some annoying fire effects, but if you aren't careful they will be quickly lost. I cannot tell you how many times I have had players atart out thinking they were neat and halfway though the battle they sigh and say 'I HATE scum!"

That is a successfully evocative rules. I have gotten them to adopt an 18th century attitude as they see these skirmishers mess up the line of those neatly pivoting and echeloning troops trying to execute those intricate minuets according to Haydn's symphony and having them take potshots at the delightful cuckoo.

Weasel05 Apr 2016 12:02 p.m. PST

One thing I always try to do is to write down 4 or 5 "mantras" for a game, then periodically go back and read those again, seeing where things stand.

When you're writing, all sorts of nonsense goes on the page. 25% of it is brilliant, 25% is pure garbage, but you have to step back a bit to sort out which is which.

Personal logo etotheipi Sponsoring Member of TMP06 Apr 2016 5:16 a.m. PST

One thing I always try to do is to write down 4 or 5 "mantras" for a game

I call those "objectives", but am likely to start calling them mantras now. The key for me is that the thematic elements should be embedded in the victory conditions rather than the mechanics of a game. I think separating the "what drives my decisions" (rules) and "why would I make this or that decisions" (victory conditions) gives the best freedom to a player for "how I make my decisions" (player experience).

Weasel11 Apr 2016 3:06 p.m. PST

Good call on victory conditions.

I think in cases where rules are used for a variety of conflicts or periods, thats an excellent way to model the differences.

jwebster Supporting Member of TMP12 Apr 2016 10:35 a.m. PST

@Uberhaare

Yes – this is a good thought

I see some games focus on mechanics and basing instead of trying to achieve a particular objective/theme

So a set of rules "for warfare from 1700-1850" would need some more specific objectives to be unique (or perhaps of any interest at all)

If the rules have clear stated objectives, you can't really complain about your pet mechanism etc. not being there if it would conflict with one of the objectives/themes

Thanks

John

Personal logo McLaddie Supporting Member of TMP12 Apr 2016 10:24 p.m. PST

If the rules have clear stated objectives, you can't really complain about your pet mechanism etc. not being there if it would conflict with one of the objectives/themes.

Exactly. If the rules were never designed to portray supply and logistics, then you can complain that they did a poor job of it. If you think supply is more important, that is simply a value judgement, not a fair critique of what the game attempts to do, what it succeeds at modeling.

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