I have finally found my Flashing
Blades rules and, more to the point, perhaps, reunited them with the scenario
books and some very old character sheets. Part of the interest of this, of
course, is to marvel at the time we all had to play role playing games twenty
odd years ago. Another part, however, is the interest of what, exactly, is
going on in the game.
As you probably know by now,
Flashing Blades is set in seventeenth century France, where the musketeers
battle it out with the Cardinal’s Guards, duels are fought and desperate deeds
of daring do are attempted, and sometimes succeed. The rules and scenarios
actually often follow more closely the novels of Alexander Dumas than real
history. And this is where things get a little bit interesting for my purposes
here.
In the introduction to the rule
set, the author, Mark Pettigrew, note that the players might prefer to view the
game as one set in the ‘France that might have been’ rather than the ‘France
that was’. Flashing Blades, he says, requires a creative imagination like all
other role playing games. Given that the date on the rule book is 1984, this
suggests that the comparisons are with the likes of Dungeons and Dragons and
Runequest.
Reading the rules and one or two
of the scenarios, I am struck that, in fact, the rules are very much a work of
imagination. While some maps are correct (for example, maps of Paris and London
seem to be reasonably authentic), others are, to all intents and purposes, made
up. They have to be. I am not aware of a detailed seventeenth century map of,
say, Bologna. We have to make it up.
The politics of the day are also
simplified. While player characters can be students of theology, even members
of the clergy, the conflict between Protestant and Catholic, both within and
outwith France, is seen in terms of the Huguenot and Roman worlds. The English are
Protestant and thus the enemy. The Pope is catholic, and therefore a rather
dubious ally. And so on. As a broad brush stroke, this is accurate enough, but
there were, to say the least, historical nuances.
This is not to say, of course,
that the game is not a huge amount of fun, but it does indicate, perhaps more
directly (or even, perhaps, honestly) what is happening in any sort of
historical wargame. It seems to me, at least, likely that any wargame set in a
specific period, is in fact set in a world of our imagination, which only
slightly has connections with the real historical world.
I think, actually, that what
might be true of wargaming is possibly true of history, or rather,
historiography, itself. I have noted before that history is necessarily
partial. We cannot know fully what was going on. We have to select even from
that information we do have in order to make a coherent, intelligible
narrative, something from which we can start to understand. Thus, for example,
Dumas might have taken his cue from his understanding of seventeenth century
France, but what he created was something slightly different. Perhaps we could
classify this as a nineteenth century understanding of the original, dressed up
as a novel’s background.
Historiography, of course,
changes. Our view of seventeenth century France is, probably, no longer that of
Dumas. The rule of Louis XIV and XV may well no longer be portrayed as a golden
age of culture, elegance and, of course, world power. Perhaps today we have a
stronger sense of poverty and injustice, of waste and corruption than earlier
historians and novelists. Does this, then, make our perception of seventeenth
century France more accurate than theirs?
I suppose that the answer to that
(slightly rhetorical) question has to be ‘no’. Our view, our construction of
the original historical object, is no more valid in principle than theirs. At
least, if it is more valid, that is only because there are more archives
available, more documents about events known that there were when Dumas wrote. But
more to the point, our world, the world from which we interrogate the past, is
different.
This relates back, somewhat, to
some things that were noted here about books. A wargames rule author was noted
as having eight hundred books on the subject, and access to a research library
and a major city library. That is fair enough, but what is important is what
those books are and what the author does with them. Historiography changes, as
I have noted. The view of seventeenth century warfare is different now than it
was in, say, the 1960’s, and distinctly so from that of the 1920’s or 1900’s,
when Oman and Delbruck were writing. Yet these are, often, the authors upon
which wargamers rely to create their worlds.
The second issue is what the
author does with the works available. We can just read a paper, put it away and
ignore it. We can read it, mark it and inwardly digest it. But we have to be
able to tell the difference between those which should be laid aside and those
worth engaging with. Simply having a range of material available is not
sufficient. We need to read critically.
The aim of all this is,
hopefully, to obtain a rather more accurate picture of the world we are trying
to recreate. We can, of course, simply try to read the battle reports and books
of tactics, and I suspect that is what most wargamers, anyway, do. We are less
interested in, say, the social and intellectual history of the period than we
are with the military and political. But here, too, we have to be careful, as
all of these interacted, inevitable. For example, it is possible that we would
not have Vauban forts without the revival of interest in geometry and
mathematics of the sixteenth and seventeenth centuries. Of course, the shape of
the fort was dictated to some extent by the arrival of effective artillery
which could demolish castle walls, but would the shape of the star fort have
been as it is without the historical contingence of geometry and Cartesian
mathematics. I doubt it, somehow, although, of course, things would have been
different.