“I don’t expect to live forever, but I do intend to hang on as long as possible.”
— Isaac
Asimov
Features, News & Missives on Hobby Games with Peter Schweighofer
“I don’t expect to live forever, but I do intend to hang on as long as possible.”
— Isaac
Asimov
“There may be times when we are powerless to prevent injustice, but there must never be a time when we fail to protest.”
— Elie Wiesel
Once again I’m distraught seeing militarized police using brutal force against peaceful, unarmed protesters. Certainly my sensitive imagination and unfettered anxiety makes it easier to empathize with those speaking out against oppression (as if I ever had the immense courage to do so). I recognize the gross injustice deploying such heavily armed forces against those peacefully protesting for liberal and humanitarian causes while police sit back and tolerate right-wing fascist demonstrators equipped for potential violence (however unrealistically). Maybe it’s because I come from a field that values freedom of expression, free speech, and civil discussion to address the problems we collectively face. Perhaps I’m discouraged that I’ve seen forces of the militarized state used against otherwise peaceful or powerless populations before, both in my time and in barbarous episodes of our history. When I process these events, deal with the emotions and hopelessness they evoke, I often turn to games...usually as an escape, but in this case to reflect on the issue through the lens of gaming.“Tomorrow belongs to those who can hear it coming.”
— David
Bowie
I don’t usually promote Kickstarter campaigns for games, even ones I admire or back. A recent entry, however, demonstrates the value of wargames as tools to explore real-world issues. Usually we look back in time, examining conflicts from history with lots of established (and sometimes debated) research from which to draw information when crafting these simulation models. Professionals in the political/military sphere employ wargames to explore existing, developing, and future situations and possible outcomes. Sebastian Bae — a USMC veteran, wargaming consultant, and adjunct assistant professor at Georgetown University — stands as one of the more visible designers at the forefront of this movement. Catastrophe Games is running a Kickstarter to produce Bae’s Crisis in Korea, a set of two “micro games” allowing players to examine the heightening tensions in that region. Both KTO Crisis and Loose Nukes promise to introduce current-issue wargames to a wider audience, from hobby wargamers and students to military and political professionals.
“My mission is in jeopardy as my Indian allies have murdered a captured French officer in my care, violating Articles of War. Plus, the French are quickly closing in on our position, so it is a ‘necessity’ that a fort is quickly constructed to shield us from attack....”
— George Washington
Last
week my son was off from school for spring break, so we planned a
short overnight trip to some sights within driving distance that
interested us: Fort Ligonier, Frank Lloyd Wright’s Fallingwater,
and Fort Necessity...two of which catered to our interest in the
French and Indian War. Last summer we visited Fort Ticonderoga and
Crown Point in New York state; we’ve also seen skirmish
reenactments at Fort Frederick. So we wanted to round out our
exploration of the period with two more locations that broadened our
understanding of the overall conflict. It reminded me of numerous
wargames covering the Seven Years War in America, many of which serve
as good introductions for kids and newcomers to the hobby.View from Fort Ligonier with
fortifications and cannon.
“Patience is bitter, but its fruit is sweet.”
— Jean-Jacques Rousseau
Those who’ve followed James Maliszewski’s for a while know he’s quite knowledgeable about M.A.R. Barker’s Tékumel setting, having run a continuous campaign for nearly a decade and published a host of wonderful fanzines about the esoteric roleplaying game setting. But Barker’s creation — and its host of different game editions — carries the stain of his anti-Semitic novel Serpent’s Walk, published under a pseudonym in 1991 (as discovered through research by the Tékumel Foundation established to perpetuate his creative legacy). Fans have had to wrestle with this unearthed reality, some walking away from Tékumel, others continuing to embrace it, and many in between trying to find some acceptable balance between the creator and his creation. Maliszewski has discussed his betrayal at learning about Barker’s shocking past before, making many points no doubt shared with Tékumel fans grappling with this issue. Maliszewski has since channeled his creative energies into developing Secrets of sha-Arthan, a game evocative of Tékumel with his own interpretations and embellishments into a wholly original, more accessible setting. Who knows when it will be ready for release? All good things take time...and I am willing to keep my embers of enthusiasm burning as I wait however long to see it published.
“A key issue from the outset was whether it was better to codify the game system within comprehensive rules and charts or to base the modelling of movement and combat on the wisdom and experience of an umpire.”
— Philip Sabin, Simulating War
Early wargame rules established two acceptable play formats: rigid and free. When military personnel started creating wargames in the early 19th century, an umpire or even a team of referees adjudicated wargame conflicts. Those in the “rigid” style adhered to carefully crafted rules governing many, if not all, possible actions and contests within a game scenario. The referee served as a knowledgeable intermediary, someone so immersed in the rules as to function as a reference when applying them consistently during play. This allowed players to focus on the action depicted on the wargaming table from the perspective of officers commanding troops in the field, much as they’d been trained. Those in the “free” style relied on their own military expertise and judgment to interpret the situations on the board, possibly also with some institutional doctrine and perhaps loose guidelines regarding conflicts on the battlefield. Free kriegspiel relied on an expert’s informed yet subjective opinion rather than established, comprehensive rules. As wargames evolved they branched in several directions, including professional and hobby as well as rigid and free. Free games continued to exist — especially in the military sphere or exercises like matrix games — but most games, especially in the growing hobby, skewed toward rigid. We can look at games in our own time through the lens of rigid and free play...but they primarily sustain the trend toward the rigid end of the spectrum.
“The belief in a supernatural source of evil is not necessary; men alone are quite capable of every wickedness.”
– Joseph Conrad
I believe games have a great deal to teach us about ourselves and the world around us, beyond simply the escape and enjoyment they provide (though these in and of themselves make them worthy). In times like these, where the world and society seem bent on tearing themselves apart – apparently indifferent to the humanitarian cost – we seek solace, however momentary, in our favorite pastimes. As I try processing all of this, I remind myself of a game-related maxim I’ve tried to bear in mind in my later adult years. I once applied it, along with numerous other guidelines, as editor for West End Games’ Star Wars Adventure Journal and other roleplaying game projects. It has, oddly enough, echoed beyond those years within the Star Wars film canon, though many ignored it as inconvenient. “No Superlatives or Absolutes.”