Not now Agatha, you don't have the time and I don't have the energy...
Note: As you can probably gather, this was written some time ago. I am quite a foolish fellow, but on occasion I listen to my mother who was of the opinion that if you can't say anything nice, once shouldn't say anything at all.
Reflecting on this after the lapse of time, I think it stands up. If Mr Brown has fallen into the modern fault of criticising a cat because he is not a dog, I hope I at least have not fallen into the equally modern fault incontinently spilling words on the page without giving the matter some thought.
But I digress...
There's a lengthy article in the current issue of Battlegames,
"Rules and the eclipse of generalship - Are modern rule sets denying us
the ability to actually command?" by a chap by the name of David C R
Brown. Mr Brown is of the opinion that modern rulesets, specifically
those that use command pips, the Warmaster system or card activation
systems, deny players the chance to command because they interpose a
variety of abstractions between the player and his troops. David Brown
has written a lengthy and quite thoughtful article on the subject, he
makes his points cogently - though I disagree with many, if not all of
his conclusions and assumptions, I must commend him on writing an
article that made me think.
The main points of the article were as follows,
1. Wargames must have accurate and credible command & control.
-
Modern rulesets use abstractions such as cards, command pips, etc to
regulate the process of command. These prevent the player from having
the proper control of his troops.
2. Wargames must have accurate and credible combat mechanisms
- Modern rulesets use simplified combat systems that allow units to fight tirelessly.
3. Wargames must have accurate and credible terrain
- Modern rulesets ignore the micro-terrain features that are key to the conduct of operations.
These
are all very fine as far as they go and I could argue the merits of
each of these points for a many an hour; however I think that they are
all based on a fundamental assumption - that such goals are achieveable
without compromise in the toy soldier game.
We
as wargamers enjoy collecting and playing with toy soldiers, but in
many ways they dictate the nature of the games we play. We rarely play
double blind games, the sort of game that Von Reissvitz advocated
because then we wouldn't see half the lovely toy soldiers we've painted.
We fudge ground and figure scale in order to play with toy soldiers
that we like the look and feel of and so on. The toy soldier game from
the point of view of realism is hopelessly compromised right from the
very start.
That is not to say
that something cannot be learned from it, particularly in relation to
maintenance of aim, economy of force and so on, but these are also
lessons that could be picked up in other walks of life. I know in the
latter half of his wargaming career Paddy Griffith became completely
disillusioned with the toy soldier game because it's inability to deal
meaningfully with issues of logistics, limited information and
communications. A significant portion of our correspondence was devoted
to him telling me what a fathead I was on the toy soldier question.
Mr
Brown's thesis is that modern rulesets have become obsessed with speed
to the detriment of accuracy as expressed in his three points above. I
think he may be right, but I believe that those points embody goals that
are unachievable. I would argue further, but I'm beginning to feel
that I am erecting a straw man argument and that would be unfair. I
would also be arguing from my particular experience to Mr Brown general
statements, which is an injustice to a well written article.
In
brief, I would suggest that the nature of the model and the medium
(moving toy soldiers across a model battlefield) make any attempt to
achieve what Mr Brown hopes to almost impossible. I would also argue
that achieving any of those goals would render the result extremely poor
entertainment and of little use as a pass time.
Lastly and most importantly, I would say that command, even as experienced by the most callow subaltern, is vastly different from that felt by the wargamer, who plays for no stake, who submits himself to no discipline and does his campaigning indoors with a glass close to hand and that to expect anything else to is be unjust to a very rewarding hobby.
Lastly and most importantly, I would say that command, even as experienced by the most callow subaltern, is vastly different from that felt by the wargamer, who plays for no stake, who submits himself to no discipline and does his campaigning indoors with a glass close to hand and that to expect anything else to is be unjust to a very rewarding hobby.