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POLL: What Makes A Set of Rules 'Realistic'?


1430 votes were cast by total voters.


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Personal logo Miniatureships Sponsoring Member of TMP writes:

This is one poll that I didn't vote in because we are playing a game with the ability to see all that is happening all the time.

Our games can not really reflect realism of history because there is no cost involved due to loss and resupply. The stands that 'die' are must removed, never destroyed. And, if I lose the game, I have really not lost anything else. In war or combat, loss has other on going effects. If losing meant that I would have to give the other player all the miniatures that I painted for that game, how would it effect my decisions?

Another issue that I have with realism in rules is that they need to stop focusing in on 'how far a gun can fire' to limiting firing of the gun to when it was historical fired. Take the ACW period for example. Forget the distance between a smooth bore musket and a rifled musket, focus on when a commander allow the troops to fire


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1,831 hits since 11 Feb 2012
©1994-2017 Bill Armintrout
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VOTING RESULTS
AnswerVotes%Chart
reflects the tactics of the period
264
18%
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presents the gamer with similar decision making opportunities to their historical counterpart
195
14%
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troops that don't always do you want
155
11%
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SNAFUs - forcing the players to react to unforeseen events
79
6%
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limiting the amount of micromanagement
57
4%
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game play resembles history
125
9%
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too subjective to quantify
42
3%
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realism means fun
12
1%
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fog of war
120
8%
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realism is no fun
20
1%
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players have the same amount of information as their historical counterparts
40
3%
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decisions made by the players deliver approximately historical results
149
10%
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realism focuses on what lessons are being taught
14
1%
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the rules do what the players expect
16
1%
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rules echo and confirm the existing prejudices and biases of the gamers
15
1%
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rules that do not in any way collide with the mechanics or rule structures the majority of gamers prefer
4
0%
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cover the aspects of battle gamers think important, often in great detail
7
0%
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ignore those factors that gamers think unimportant or don't want to consider
8
1%
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add in a little roleplaying
36
3%
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realistic warfare is basically characterised by the participants' decisions being frequently meaningless
12
1%
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realism is a term from theater and art criticism, not from history or mathematics
30
2%
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rules of intermediate complexity which deal with the critical processes involved in what the rules are trying to represent
30
2%
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POLL IS CLOSED
POLL DESCRIPTION

Connard Sage Inactive Member muses...

Some wargamers chase 'realism'. So let us define what a set of rules require to make them realistic.

(Options taken from this pre-poll discussion.)