Thus far, I have written a fair
bit about wargames, the culture they spring from and the preconceptions we
bring to them. I have claimed, for example, that wargames are an example of
enlightenment rationality. Thus, in a wargame, we can fairly well predict what
will happen, barring a few random bits and pieces. Cannons will shoot and,
within a predictable manifold of probability, will cause a certain amount of
damage. Even when, for example, it is pointed out that casualty rates in real
battles are far below that in wargames, this is rationalised away as lightly
wounded, their comrades bravely helping them to the rear, and those whom, as
the Earl of Essex politely put it, ‘have gone to see their friends’.
This is, of course, all well and
good, but it seems to be side-stepping an important bit of being human, which
is the emotional side. We rationalise away the fact that units disintegrate in
real life, model it, but actually turn it in to some intelligible activity.
Running away might be a wholly understandable activity in a battle (I’m sure I
would participate in it), but it is not necessarily the most rational course of
action; most casualties in (pre-modern at least) battle are sustained during
the rout.
The focus on models and rules in
wargames, of which I am entirely guilty, is the application of a sort of ‘cold’
rationality. The real world, that of a battle, is chopped up into a series of
models, the outcome of which (or, rather, the outcomes of the models and their
interactions) is compared with that real life original to see whether it has
worked out, in any sense, as the original has. So far, so coolly Enlightenment rational.
There is, however, much more to a
wargame (or, for that matter, a real battle) than just some machinations,
calculations and outcomes. A wargame also has emotion, it has mystery, for we
know not what the outcome will be, and it makes use of our imagination,
otherwise it would be seen for what it is, merely pushing bits of lead (or
cardboard, or whatever) about a table. There must be more to a wargame than
simply the cool rationality of rules and army lists.
Firstly, of course, there is the
aesthetic imagination which is engaged when surveying a wargame table, nicely
set up, with decent terrain and well painted soldiers. We consider that to be
nice; a nice demonstration game at a show, for example, might tempt us to give
that period a go. This seems to be somewhat akin to the suspension of disbelief
that occurs when watching a good film, or reading a decent novel, or seeing a well-acted
play. The line between make-believe and reality blurs, as is does sometimes with
children playing a game. We focus our attention on it; it becomes, somehow,
real, while, at some level we know that it is fiction, make believe, and that
we are safe. We can safely experience a range of feeling we would not have (for
example, of being in a British square at Waterloo) without the danger and
inconvenience of actually being there. We know that the actor is not King Lear
and is not blinded, but at some level, that does not matter.
So our imagination is engaged by
a wargame. I think that this is not only our aesthetic imagination, in seeing
the troops, but also our narrative one (if, indeed, narrative and aesthetic can
be so divided). As with a new novel or film, we want to know what happens next.
Even if we know the outcome of the original battle, we want to know if the
Light Brigade will get to the gun line. The narrative thread is strong enough
to move us on into the unknown. Even in something as simple as a wargame, the
thread of narrative is, usually, strong enough to draw us to an outcome. Even boring
and one sided games have their moments of interest. We can take emotional
sides, rooting for the smaller force to escape, for a particular officer to
survive, and so on. Our imagination is fully engaged, as can our emotions be
also.
It is possible that somewhere
under all this there are answers to questions about whether this is a good
wargame or not; or, perhaps a little more pointedly, whether this is a wargame
campaign that will fly or not. It is not enough simply to have some good
mechanics, some decent rules, a nice campaign map and some willing players. The
wargamer’s emotions must also be engaged. Their imaginations must be
stimulated.
It is a fairly well acknowledged issue
that simple, single, pick-up games tend to pall after a while. We deploy our
troops, maybe have an enjoyable battle, but eventually we might seek something
more. For many wargamers this might be another period to research, buy figures
for, evaluate rules and play more games. But others might seek a more ongoing
narrative, to care more about the armies, the countries they represent, the
characters of nations and individuals. The mysteries of the future for these
entities beckon us on. We start to care
for the characters and their wellbeing, even if we try to bracket out that care
for them on the wargames table.
Wargames are usually (not always,
but usually) conducted by men, and the male of the species is generally
regarded as not being good at expressing emotion. This is, in fact, only
partially true, as attendance at a football or rugby match will show. In
wargaming, of course, we have our favourite units and armies, and it might be
interesting to reflect on how we feel when they perform well or badly. In golf,
for example, it has been observed that albatrosses are due to bad luck, but
that we are personally responsible for every hole in one. It is our engagement
with our armies that makes them into armies, rather than just lumps of painted
metal or plastic.