‘All successful wargame projects
are successful in the same way. All unsuccessful wargame projects fail in their
own way.’
Well, Tolstoy might have had a
point when he wrote regarding human families, but does it work for a wargame
project? I think there might be a number of issues bound up with the idea of a
successful wargame project. I doubt if I will be able to unpack them all, certainly
in one go.
Anyway, the first thing we have
to consider is what, exactly, we might mean by a successful wargame project.
Assuming that the terms ‘wargame’ and ‘project’ are unproblematic (I do not
think they are, but we do have to start somewhere), then the criteria of
success have to be a bit problematic. After all, for most people, wargaming is
a hobby and as such it does not have, necessarily, the ordinary working
definition of success.
So, in wargame term, a successful
thing is, given the hobby nature of the activity, something that we enjoy. A successful
wargame is one which the participants enjoy. It is interesting, exciting,
competitive, historical or whatever. Exactly what constitutes and enjoyable
wargame is personal, and depends on what gives your landing craft sea-room. But
I dare say we can all recall enjoyable games.
A project, of course, is a bit
trickier. For a start, by its nature, it is a lengthier thing, and also tends
to be more complex. A project might involve more than one army, for example. It
might require testing rules, drawing maps, building terrain. All of these
things, while they might be engaging of their own, have to come together to a
final outcome. Without that, the effort spent feels a bit wasted.
So, the first thing I would suggest
for a successful wargame project is that the outcome has to be clear, and the
requirement for the outcome also have to be clear. By ‘requirement’ I do not
mean the necessity of the outcome; we do have to remember that this is a hobby.
But the outcome has to be something clear and that we are interested in. if the
former is not there, we will never know if the outcome has been achieved. If the
latter is unclear, then the project will never gain momentum.
For example, I bought a bunch of
ancient galleys recently, and much of my hobby time has been spent slapping
paint on them. In spite of inevitable hiccoughs, I have actually managed to
complete them. Why? Why these and no, say, my Moorish army? The reason, I
think, is that I had identified a need for the ships in my current campaign and
realised that the campaign would grind to a halt unless I acquired some navies.
I was also interested in naval warfare, and had read a book or two on the
Athenian navy. So, I had a requirement and was interested.
Next, we have to ensure that the
tools we acquire are suitable for the job. I suspect that many of us have had
the experience of identifying an army that we are interested in, buying the
figures and then realising, with sinking heart, that there is something awry
somewhere. My example here is my Aztec army. The problem here is, according to recent
research, that the ‘knights’ did not fight separately. They were the officer
class, stiffening for the levies in mass battles. A similar charge might apply
to Samurai armies, where the samurai were mostly officers in charge of ashigaru
or levies. They did not, in mass battles, fight in mass Samurai ranks. I have
never got around to un-basing, cutting and recombining my Aztecs.
Possibly the most important thing
to maintain for a successful project is interest. It is so easy to develop a
passing acquaintance with, say, a Hussite army, buy the war-waggons and paint
them, but then discover that the main sources are still in untranslated German
and Czech. English secondary sources can only take you so far. And we, as
wargamers, become stuck because we would like to go a little further. Interest diminishes
and the soldiers are consigned to the back of the cupboard.
I have to say that to maintain
interest during a project, continuing to read about the period helps. Reading
Lendon’s Song of Wrath while I was painting Greek navies certainly rammed home
to me the importance of the maritime to the war. There were many naval actions
and one major land battle in the whole ten years covered by the book.
I think the next thing to
consider here is the setting of achievable milestones. Our eyes are bigger than
our mouths, or, at least, our power to purchase toy soldiers is much greater
than our ability to paint them. I bought 150 galleys, which does seem a lot,
but they are small and fairly easy to paint. I did ten a week (roughly) until I
got to the end. The goal was achievable. I see many blogs of folk painting
stuff, and many succeed in painting, say, the whole allied army for Waterloo.
But it is done one battalion at a time. Each milestone is celebrated in a post,
with photographs. Momentum is maintained, achievement achieved, even if there
are another 900 battalions to go.
The criteria for success of a
wargame project are fuzzy. After all, the criteria for success for non-hobby
projects are also fuzzy, often deliberately so. In my work I observe many
projects. Some are celebrated as successes. For example a great celebration was
held a few years ago for the achievement of bringing outsourced IT systems back
in house. One of the project team admitted to me that what had actually
happened was that the outsourced software had been rebranded with the in-house
logo, but that management was desperate to claim some success.
Perhaps, in that sense, we should
not feel bad if our projects do go awry or are incomplete and stay that way. The
real world throws far more resource at its projects than we could ever muster,
and they, more often than not, it seems to me, fail just as much as wargame
projects. And, as Ruaridh observed a week or two ago, a wargame project that
takes 20 years or so to complete is still a success, which is probably not true
in the real world.
I think you are onto something with the milestones (painted figures, books read, smaller games played with the figures). The wargamer that recognises and acknowledges the successful milestones may well be more likely to succeed, because they are internalising their progress. If you only look at the road ahead, the distance to be travelled could be dispiriting. Looking behind and saying "See how far I have come!" can be encouraging.
ReplyDeleteI'm not sure the Tolstoy quote quite works though, if you apply it to the ultimate success of the project, although it may apply to the process with some variations allowing for different types of projects. I suppose success is individually defined and there may be grades of success. Painting all the figures you own for a particular army might count as a success even if you never play a game with it. Painting enough figures to play a game is a success even if the rest of the figures for that army never feel the touch of a paint brush. And so on. My Towton project only counts as a qualified success in mind, because we only fielded c.17000 figures out of the 25000 I wanted to field; logistical and project membership issues prevented this. Others saw the project as a total success because we painted lots of figures and took it round the shows. I suppose it has much in common with a PhD in that you can either have a perfect wargames project or a successful/completed wargames project, but you can never have both.
Ah, yes. The number of times I've told students to get the book out of the door and get on with life. Including the one who claimed to be only able to write 50 words a day. On that basis it would take nearly three weeks to write one of these blog posts...
DeleteAnyway, success is, I suppose, rarely total. Good enough is fine under most circumstances. My painting skills are rubbish, but I crank out troops for the table. They are sufficient for the purpose, and that is what I need, so I can rate a success even if some would look a bit askance at it.
I think Towton counts as a success, though, even if the plan didn't quite reach reality. It certainly qualified for good enough.