Saturday, 16 May 2015

Tales of Mystery and Imagination

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.


Saturday, 9 May 2015

Morality and RPGs

There has been some discussion recently about the morality (or ethics) of role playing games, particularly, perhaps, fantasy RPGs. The morality of some of these games can be regarded as dubious, at least from modern points of view. In brief, some RPGs have a set of goodies and a set of baddies, and they fight.

The first thing to consider is why the games are set up this way. I suspect that the answer is both moral simplicity and also as a plot or narrative driver. The two tend to interact.

Back in my days as a Runequest player, the irruption of chaos (the ultimate evil) somewhere in the world was enough to trigger a massed campaign to eradicate it. There was no real need for any more of a narrative than that. Chaos was chaos, evil and must be combatted by the forces of good, which were us. Thus we can see the thread of absolute good and evil, us and them, and the simple plot driver; as good we must oppose evil.

Of course, as the games became more sophisticated, the moral questions became more difficult. In Runequest there was the Lunar Empire, which was not unequivocally opposed to chaos, and also there were some ‘illuminants’ who, Buddha like did not recognize the difference between good and evil (I’m not saying that this is Buddhism, by the way, but in the artwork they usually looked like Buddists). The main players and the cults, however, were severely opposed to chaos and its evil cults. There was no compromise.

I believe (although I have never played it) that Dungeons and Dragons was sort of similar, while being different. Characters could be good, neutral or evil. The good fought the evil. The neutral joined in if they thought it was a good idea or the evil threatened one of their interests. Some things (Ruaridh mentioned goblins) were simply evil, and were to be killed and parted from their treasure as quickly as possible.

Role playing games, at least the ones I have mentioned so far, were the children of the 1970’s. I wonder if we can see a bit of Cold War paranoia creeping in here. After all, Ronald Regan described the Soviet Union as the ‘Evil Empire’. The forces of chaos were, quite possibly, identified as Communist. The neutrals or the Lunar empire could be identified with the nonaligned nations, ready to join in with something they identified with, oppose something they did not like, often to the frustration of Western politicians.

Of course, other RPGs are available. My own favorite, Flashing Blades, is securely set in seventeenth century France, that of the Dumas Three Musketeers novels. There is, within it, some simplistic morality – in the novels, as in the game, the King is usually the right; thus the Musketeers get into action based around this and the perceptions of who the King’s enemies might be. Often, the enemy is the Cardinal, but the Cardinal himself is a bit of a morally ambiguous character, although not often shown as such in games.

Again, in Traveler, there is no real defined evil. This, in fact, depends on the universe which we create for our games, and Traveler shows this rather well. There are criminal gangs. Interstellar companies with dubious practices and so on. There might even be a few pirates. But on the whole there is no real unmotivated evil as there are in the simpler FRGPs described above.

My other favorite game was Toon, which perhaps says more about me than about morality. I was, in fact, banned from playing Toon because I was too good at it (the secret was never to get boggled, I discovered). As with most cartoons (for example, Tom and Jerry) the violence was always present but never serious; characters could and did come back to life again. Again, morals did not really manifest themselves. The vampire I remember in the scenarios was, in fact, just waiting for someone to offer him a Hollywood contract.

However, there is a question running through the simpler games, or even those of more complexity, the darker games such as Paranoia and Call of Cthulhu. Is evil just evil as defined? In most games evil just is. Cult followers in CoC are to be wiped out (or to have their object of worship destroyed) in just the same way as goblins in D&D (it is just harder to do it in CoC). Paranoia could be characterized as the ultimate in cold War games, of course, the Computer being the Communist Party hierarchy, and so on down the line to the player characters who were expendable (perhaps like the Soviet soldiers in WW2?).

These musing might well transfer to wargaming. After all, we all know that the Nazis were evil. It does not stop them being represented on the wargame table, however. Perhaps, though, because we know that the evil was defeated, we can wargame on, because we know that even if they are successful on the table, evil was ultimately defeated. In that same way, we know that the nameless horrors of CoC do not exist, or even, perhaps, that D&D’s goblins will always be defeated.

Perhaps underlying this is a view of progress, of things going from bad to better. Good wins out in the end, evil is defeated. Perhaps this is an optimistic US view of the world; Europeans might not agree, their experiences of evil are different and less precise.


As to Ruaridh’s problem with simply going and slaughtering goblins because they are evil as defined, then it does point to both the narrative driver and a problem in the game and its view of morality. We know now, after a bit of experience in the world, that morality is rarely so black and white. There is the possibility of goblins who are not intrinsically evil, who might have a right to life, or to a family, or even to hang on to their possessions. In the world of D&D and Runequest, however, this cannot happen, and so we have to decide that, morally, the games are deficient, and fix them the best we can.

Saturday, 2 May 2015

Culture Wargames

I have mentioned before that one of the issues with wargaming is that, in essence, we expect every other culture to conduct war in a similar way to which Western European cultures. That is, if we accept some version of the ‘western way of war’, everyone else should conform to it.

Now, of course, as I am sure you can already discern, and which I have commented on before, this is deeply problematic in all sorts of ways. Firstly, it is disputable as to whether there is a western way of war at all. The expression derives from recent US historiography as is an argument that only western nations, deriving their views of warfare from the Greeks, seek decisive battles. The Greeks, the argument goes, developed this form of warfare to fit in with their agricultural year (given that most hoplites were farmers) and the relatively small cities could not sustain large numbers of troops for long periods, and so a decisive battle, the results of which were acknowledged on both sides, determined the outcome.

This view of warfare, the argument goes, was passed on through the Romans to the medieval nations (where practitioners included Edward I and Edward III) to the early modern state and hence into the western military culture. When the westerners went out into the world after 1492, they encountered different military cultures, most of which did not rate highly the decisive battle. Hence it took, say, the Aztecs a while to realise that the Conquistadors were not simply trying to gain military prowess, grab money and set themselves up as emperors. They really had come to do something else: conquer in western terms, although that entailed, of course, the other things as well.

I am fairly sure that we can see the flaws in the argument. Firstly, it was not just westerners who fought decisive battles. There were a fair number in other parts of the world such as Japan, China and India. People had been slaughtering each other quite happily for millennia in these places without so much as a by your leave from the west.

Similarly, there are parts of European history where battles were not particularly sought or, if they were, were not particularly decisive. For example, most of the battles of the English Civil War were not decisive, in that they did not determine outcomes of the war, often not even at a local level. As someone noted, the losers recruited their strength from local garrisons, the winners dissipated their strength into local garrisons, and so, with a few changes, the status quo ante was preserved. In fact, the ECW only moved to decisive status when there was an army sufficiently centrally controlled and supplied that it destroyed the opposing armies and garrisons without dissipating its strength. Even so, local histories record that the New Model Army was not the only force in the country, and local troops still played a major role.

Having digressed slightly, I will try to return to the main point. Cultures can fight wars without buying into western (Enlightenment) ways of conducting war. This does not preclude them from fighting battles, however, many of them in fact decisive. Thus we cannot simply take a model of western warfare of, say, the seventeenth century, and apply it to every other culture for which we can obtain some sort of ‘order of battle’.

However, I think I could argue that this is exactly what we do. Our models for warfare in the seventeenth century are largely based around western ways of warfare. The interactions of musket, pike and cavalry are the key elements to creating a successful set of wargame rules. And this is fine and dandy so long as we keep the rules restricted to the cultures and societies for which this was the way of war. It only becomes problematic when we extend the model to include other cultures which may have fought decisive battles, either among themselves or against ‘western’ armies, but which had a very different military culture.

These societies may not be as far away as we might think. There is a reasonable case for arguing that the societies on the Celtic fringe of Britain had a different way of way, one which lasted from the medieval period until the eighteenth century without that much change. The Irish and Scottish highland way of war was based, from sometime around the thirteenth century, on the heavy infantry with a large cutting weapon, either an axe or claymore. The charge of these infantry was the decisive point of the battle. The infantry either won big or lost big.

The point here is that the military class was not, as in most of the rest of Europe, based around the heavy cavalryman, the knight. While the battlefield power of the knight had been blunted by longbow and pike, the culture was still based around the idea of the cavalry charge. Neither Ireland nor Highland Scotland are particularly conducive to cavalry charges, and so this ideal was not part of the culture. The terrain and nature of the people were more conducive to hit and run tactics, skirmishing, and the final, decisive, charge.

The Irish and Highlanders chalked up a significant number of victories using these tactics. The whole of the Elizabethan Irish Wars were tied up in the English attempting to figure out how to deal with them. Similarly, Montrose’s campaigns in Scotland were successful, at least up until he was confronted with large numbers of professional soldiers. Bonnie Dundee’s charge, as well as those of the highlanders in the ’45 can be seen as the inheritors of the tradition. We can suggest that, as an alternative to western mainstream tactics, the “Highland Charge” was only superseded when the socket bayonet, mobile artillery and large scale logistics came into play, or (more contentiously) when the Irish and Highlanders attempted to adopt mainstream tactics.

The point here is that, at least on these views, the Celtic fringe armies cannot be subsumed within the mainstream western tradition, and hence need a model of their own. Most rule sets attempt to do this by adding bits to represent the armies, but this might be a ‘neo-colonialism’ of itself. To represent the logic of the Celtic armies, we need to develop specific models for them.


Saturday, 25 April 2015

Wargames with Meaning

Readers of relatively recent posts might have discerned a possible line of thought that wargames might be speaking into our current world, even if they actually refer to past events. We might be conditioned to look at past events through, as it were, the spectacles of the present. Actually identifying such wargames is a bit tricky, however. We are not blessed with hindsight into our present situation. So, what I want to consider is what such a wargame might look at.

Now, commentary on our present situation is quite a frequent topic in what I shall have to call cultural objects (because I do not have a better expression). For example, I believe there was a recent US film of Rosemary Sutcliffe’s ‘Eagle of the Ninth’. It was rather hard not to interpret the legionaries marching into Scotland, all mountains, unknown paths, uncertain natives and rarely seen enemies as an allegory of the US intervention in Afghanistan (and, it must be mentioned, slightly more subtle than the ‘ISIS fighters’ of recent posts). Now this itself has to be interpreted in some cultural matrix. For example, there is a strong strand of anti-imperialism in US culture and politics; it is also possible that the original novel was conceived and written in a different matrix that either today or the implied audience of the film. And so on. Interpretation of these sorts of things is never easy.

On a similar vein, history too can be infected by the curse of being contemporary and fashionable. In fact, in the UK, academic history has to make itself fashionable in order to survive. The demands of the Research Effectiveness Framework (or whatever it is called) demand that the public be both informed and able to understand the work as disseminated. It is possible that this is why we have seen so many Black Death graves being excavated. Everyone love a good, gory, epidemic, as long as it happened a long time ago.

On this theme, however, we do start to see some resonances with contemporary politics. I have somewhere a book about Cromwell and the Scots. Towards the end, having dealt with Dunbar, the invasion of England and Worcester, along with all the machinations of the factions and politics, the author remarks that he wrote the book, more or less as a warning against the Scots and the English self-defining as different nations again. As I recall, the volume was released with the first rumblings of the idea of the recent Scottish Independence Referendum. What would have happened if the vote had been ‘yes’? The implication is that things would not have gone well for the Scots, although probably rule by Major-Generals was not on the table.

And so we head to more or less wargaming territory, and ask the question what would a historical wargame with contemporary resonances look like? Mr Grice suggested that a wargame of the 1689 Siege of Derry/Londonderry might not play too well in, say, Belfast. That is a game of a historical event which is still very much in the current consciousness of some people. It is fairly obvious that it might offend or, possibly, outrage some folk. But is there a more allusive sort of game we could get away with without running those sorts of risk?

I suppose that the sort of thing I am looking for is a game which, in and of itself, raises no eyebrows, but might cause a thoughtful onlooker to ponder anew the sorts of things that are going on in the world. For example, the play and film ‘Children of a Lesser God’ was, on the surface, a love story between a teacher and a deaf girl. At a slightly deeper level it was about how we treat those people who are perceived to have disabilities. The teacher’s attempt to get the girl to say his name was an attempt to force her into his world, the world of the hearing, the normal world, rather than the equally valid world of the deaf.

So, I am looking for a wargame which it, itself, a good game, but which also can be conceived to have contemporary resonance. I have in the past suggested Alexander’s problems in Bactria as a paradigm for recent conflicts in Afghanistan, but how about something like a 1980’s Third World war in Europe. There are, shall we say, issues with Russia and the west / NATO. It is perhaps not beyond the bounds of possibility to envisage an invasion. How would NATO have fared in the Eighties? Would they do any better now?

Perhaps that one is too obvious. Maybe a Roman invasion of Britain scenario would have resonance with the debates over immigration in the current general election campaign. Perhaps a Spanish Civil War game would have a light or two to shine on the growth of the far right in today’s Europe. It is also possible (although I’m not convinced about this) that the ‘Very British Civil War’ stuff I see around, set in late 1930’s England featuring assorted factions, some of them far right, might be a reflection of modern politics. I am not sure because I suspect it is more to do with using that early war British stuff that otherwise rarely appears.

Of course, we can define our wargame to be about something. We can claim that the Roman invasion of Britain game is about imperialism and its brutality, or colonialism and its consequences. We could move on from there and point to a similarity between, say, the chaos of post-Saddam Iraq and post-Roman Britain. All sorts of warlords, weird sects, and military entrepreneurs and so on enter the scene as the superpower pulls out. The point of this, surely, would be to demonstrate that however it works out, the population will be the ones who suffer.

As I am sure you can tell, I do not have that many ideas along this line. My mind is not that of a dramatist or playwright. Perhaps you can do better in looking from this perspective than I.


Saturday, 18 April 2015

The Problems of Campaigns

I do not know about you, of course, but I like campaign games. The idea of a campaign is attractive; a motivation for each battle is given. Personalities emerge, units become heroic and carry all before them in game after game. And so on.

There is, however, a problem with a given campaign game. I have been following with interest Prometheus in Aspic’s English Civil War campaign. It has been carefully planned, tested; the troops and armies have been lovingly assembled, and so on. The rules have been adjusted, the scenario tweaked and games have been played.

Now, here, unfortunately, is the rub. After two battles, Mr Foy has more or less defeated one side. As umpire, of course, he is throwing in some extra forces, having a final big battle and thus deciding the war. But I suspect that there is a bit of a twinge. With all that set up, do we not deserve a bit more return?

Here, I think, is one of the problems of a campaign game. We set it up carefully, thoughtfully. Enjoy the map moves and manoeuvres. Fight the battles. And one side wins. Often, it seems to me, in a campaign, one battle is enough to decide the outcome. I think it was Don Featherstone who remarked that in one of his ACW campaign games, after a couple of battles, one side was in no state to continue.

This seems to be a terrible down-side to a campaign game. In my own case, while Fuzigore is set up just to provide a narrative reason for a few games, the time I did set a campaign up ‘properly’, that is drawing maps, plotting moves and so on, it did finish in one, large and decisive, battle. All that work for a relatively limited quantity of gain. Perhaps I could have just placed the figures on the table and got on with it straightaway, as it were.

I think, however, that most real life campaigns, at least before the world wars, were similar. I cannot really think, for example, of English Civil War campaigns which had more than one or two battles in them. Marston Moor, for example, had the siege of York, and Rupert’s blast through Lancashire (I do not recall any battles there, though, a few places were captured and relieved), but the main event was the Battle of Marston Moor and that was pretty well that for the campaign.

So far as I can recall, most other ECW campaigns were of a similar nature. There might have been the odd skirmish before, perhaps a rear-guard action afterwards, but even when events did interlock there was not much in terms of continuous campaigning; even for something like the Cropredy Bridge to Lostwithiel to Second Newbury campaign, there were substantial breaks in the movement of troops, recruitment and reinforcement and, of course, some truly awful decision by assorted high commanders. There were, of course, a number of battles along the way, but the whole thing lasted from April to October and so the number of battles per month was not that great. A wargame reproduction of the campaign would probably have lasted about half an hour, and resulted in the Parliamentarian capture of Oxford at the beginning of June.

In the last paragraph, I might have exaggerated a tad, but the point might be germane. As wargamers, as people conducting wargames as our hobby, we actually want action. In real life (or history; the two do not necessarily correlate) often commander do not, particularly, want to join battle. Again, in the run up to Cropredy Bridge, the Royalist high command was actively seeking to avoid battle. The main action was to take place in the north and the aim of the Oxford army was to tie Waller and Essex up in knots, but not to actually fight. As it turned out, of course, Waller and Essex proved to be quite capable of tying themselves up in knots and were defeated in detail. Better cooperation could, quite possibly, have ended the war a year or so earlier.

I think there is also a question of scale, or scope, of the campaigns. Most campaign games seem to me to focus on limited areas, limited forces and limited objectives. Given these parameters, it is quite likely that the game will end with a decisive victory in a battle by one side or the other. In that sense, a campaign game is perfectly accurate: many campaigns in history were ended by a major battle, with perhaps a few extras along the way. Even the Waterloo campaign only had four battles, in three of which the major strength of the armies involved were not deployed.

Larger scope campaigns could remove the feeling of a lot of work going into a single battle. If we imagine a campaign of the whole ECW, then as well as Marston Moor and Cropredy, there would have been battles in Scotland, Wales and probably Ireland as well. While these are separate campaigns, they also interlink and become strategic drivers for further operations. Mr Foy has also run a Spanish Peninsular campaign which has not run out of forces, so far as I am aware, although the scope might be limited by having to invent the rest of Europe as drivers.

The problem with the bigger campaign is, of course, the increasing amount of work which might be required to keep it going. For some, like Fuzigore, this is not an issue, because I decided to ignore things like unit histories, the relationship between land, taxation and armies, and so on. I have a narrative driver or two and do not worry about the rest. The idea is to generate interesting (and not necessarily balanced) wargames with the minimum of fuss and bookkeeping. This may not appeal to everyone.

So, while I (and others) do recommend the campaign game as a way of keeping interest in wargaming and avoiding the lack of motivation in continuous single battles, campaigns do not come without a whole new set of problems of their own. But they are worth a go.



Saturday, 11 April 2015

Disciplining Wargames

It is interesting, from time to time, to consider what wargames might be, if things had developed differently. This might appear to be a rather pointless exercise, but the history of wargaming is as contingent as anything else, and presumably therefore could have turned out differently.

Of course, fundamentally, wargaming would have been rather different if warfare, particularly western warfare had been different. If, for example, the highest point of western warfare had been something like the Flower Wars of Central America, then we would not be frantically painting up hordes of Napoleonic infantry for our Waterloo anniversary games. We might be carefully finishing our exquisite figures of Wellington, Blucher and Napoleon for the re-enactment of the show down a La Haye Saint, and perhaps adding in a few spectators, but aside from that we could not be worrying about the mass.

There is also the issue, I suppose, that wargaming, as a human activity, has all the advantages and disadvantages of the nature of human activities. If you look around the world, you will see that society, and the different bits of it, organise themselves in distinct patterns, and these patterns often reproduce themselves.

For example, I pay taxes. I do not much like doing so, but I do so because if I do not I will be punished. My society does not tolerate people who do not pay taxes (unless I have clever accountants and lawyers employed to help me avoid taxation liability.  In which case the rulers tend to wink at it because they are doing the same thing.) I am disciplined into paying up; more so, I am, in fact, paying up even before I see the money, because my employers kindly remove it from me before I see it. Again, if they do not do that, and I do not declare my income, we would probably all land up in prison.

And that is part of the point, of course. If no-one paid taxes, the government which demanded the tax could not, in fact, put everyone in prison. After all, there would be no money to build and staff prisons, and no staff anyway as they, too, would be of the criminal fraternity at that point. Given that there would be no health services, education, mass media and so on, it is probably as well that this does not happen, but the point it that we collude, consciously or not, with the prevailing culture. We have been trained or disciplined to do this.

In a democracy, of course, this is all well and good. The defence that the government cannot spend my taxes responsibly is only a partial one. Various people have tried, for example, withholding part of their taxes on the grounds that they disagree with government policy over, say, nuclear weapons. The courts have not upheld these cases. Where self-discipline fails (or, worse, people start to think for themselves) punishment steps in. To add insult to injury, the people still have to pay, even when they are let out of prison.

By now, I expect that you are starting to wonder what all this has to do with wargaming. Possibly you will have spotted the link already, but I shall try to be explicit. The same sort of thing happens in wargaming, although obviously without the punishment associated with the judicial system. Nevertheless, we are still disciplined, consciously or not, by the wargaming system.

A minor example of this might be role playing games. Now, many wargamers are, or have been, role players, but not that many actually admit it. RPGs appeared in the 1970’s and were deemed to be insufficiently wargaming for many wargamers and their clubs. Role playing was banished to back rooms or out of the clubs entirely. It developed its own culture, and probably started to discipline its own members in a similar sort of way. The role players learnt that their sort of behaviour was not acceptable in serious wargaming circles. Many wargamers who have or still do play RPGs simply keep quiet about it.

I am not saying, of course, that there is no overlap. Wargames do pinch ideas from RPGs and vice versa. I know of Flashing Blades campaigns which have landed up with big battles fought out as formal wargames. Often, role playing lands up with the individuals engaged in far bigger actions than RPGs can cope with. A change of scale is required. Similarly, wargames are often focussed on specific individuals, be they commanders, a particular squad, of whatever. While we, as humans, like our categories, the boundaries are a lot more fluid than we give credit for.

Be that as it may, there are still accepted norms within wargaming which we have to work within. We need figures, and rules, and dice, and measuring devices. If we try to create a wargame outside of these things, we are probably no-longer recognised as wargaming. The activity defines itself as having these things, and not having them is exclusive. By the mere fact of its existence and the activities associated with it, wargaming disciplines itself. It has no power to punish (except, perhaps, by ridicule), but it does know what wargaming is and what it is not, even though there are some grey areas.

As an individual wargamer, then, I self-identify with the activity of wargaming, which is determined by the activities of painting toy soldiers, reading military history, and playing games designed, roughly, to represent that history. Stepping outside the accepted norms is usually no longer accepted as wargaming. There are some exceptions, of course. Innovations do count, and take time to be accepted. A couple of decades ago, for example, 6mm figures were only vaguely on the fringes, except for micro-armour. These days, they are much more accepted, although not totally so. The point is that these things come into the culture, and can be accepted or not.


As I might have mentioned before, there is no overall locus of control or power within wargaming. But I think the point of the ramble above is that there does not have to be. We are trained to discipline ourselves within the hobby. And if we step outside it, we cease to be wargamers.

Saturday, 4 April 2015

Wargaming – A Liberation View

For my sins, I have been reading a bit about liberation theology. Now, before you all rush off in despair about the ‘t’ word, I just want to use some of the ideas (as I understand them) to try to critique some bits of wargaming. It probably will not work, but I might get a medal for trying. I did, in fact, ask a local radical feminist theologian to comment, but she just muttered something about even asking the question being patriarchal and then flounced off to wash her hair in a mass of contradictions.

The last sentence above is, of course, a feeble attempt at a joke, but does raise a more serious point. Liberation theology (or politics, for that matter) is something that looks very different from the global south than it does from the global north, and so my witterings here will be form the comfort of my middle class armchair, rather than a place where I cannot afford an armchair at all.

Be that as it may, it is possible to argue that wargaming and wargamers are attempting to live in a world dominated by the male and by aggression. This, of course, also includes science fiction and fantasy wargames, even if female characters are included in the games, the violence is still male generated. As wargamers, it could be said, we live in a fantasy where male violence is normative, and an acceptable way of resolving disputes.

Now, of course, historical gamers (and, I suspect, everyone else) can say ‘yes, agreed, but that is just the way it is’. At, to an extent, they would be correct in that. Warfare has been overwhelmingly the province of males, usually, in its organised form, ordered and undertaken by males, and the results of the wars have been related to male-dominated hierarchies of power. A historical wargame, therefore, is simply representing a past which was male dominated.

The problem with that (and I’m not convinced it is a real problem, but it is a possible argument) is that by re-enacting, in whatever form, such activities, we are attempting to relocate them into our worlds where, perhaps, the (post)modern male has much less power, much less of a monopoly of the means of violence. The reproduction of power dominant behaviour of the past is an attempt to legitimize similar efforts in the present.

On a similar line, it could be argued that colonial games are an effort by some citizens of a failed Empire (or a failing one, if one views the USA as such) to reclaim domination over the world. A colonial wargame is an attempt by a reactionary faction of the metropolitan state to recapture the days of power and glory, at the expense of the colonised, defeated and enslaved peoples of the world. In a colonial wargame, the argument might run, the aim is to re-enslave the native peoples of the land, to re-exploit their legacy.

Now, of course, I am not claiming that these arguments are valid, true or even useful, but I do think they might make us pause a little and consider what we are actually doing when we wargame. Naturally, the overriding activity is one of recreation. Wargaming is a hobby (at least, I guess, for more or less everyone who reads this blog). We play wargames for fun, for entertainment and for interest. There might be a few misguided wargamers out there who think that by winning a game they have humiliated their opponent, for example. I have heard of this sort of thing, but it is rare (fortunately).

But, despite this, there is a little nagging doubt as to our motivations. Our choice of wargame could be a political one, in the sense that our choice of, say, a British Expeditionary Force dispatched to Darkest Africa could be because we do, perhaps subconsciously, hark back to days of glory and daring do. Our interpretation of history might be something along the lines of ‘white rule was good for Africa’ and an attempt to justify that by re-enacting some aspect of it.

I do not think that this is the case, but I do think we, as a hobby, might need to be aware of it. By extension, the argument could be made, in a similar way, about those who insist on wargaming the Axis powers in World War Two and, if proven, the implications of that could be more unsettling yet.

From, as I said above, a global north perspective, this all seems fine and dandy. There are few issues, ethical, moral or political, about fighting colonial wargames or World War Two. From a global south view, however, things may not seem quite the same. World War Two could quite happily be dismissed as a European Civil War with unfortunate consequences for the rest of the world. A wargame based around the Warsaw Ghetto could be quite acceptable. A wargame based around, say, the Ashanti campaigns could be viewed very differently, however. For us, it is just another Victorian small war. For someone who is an Ashanti, it is likely to be much more than that.

It has been noted here occasionally that, for example, there are some bits of English history that do not tend to be wargamed. The bit of the Hundred Years War after the death of Edward II, for example, when the English lost decisively, is largely ignored. Similarly, the rest of the HYW after, say, the Siege of Orleans tends to be passed over in silence, at least until the glorious failures of the last couple of battles. Again, viewed from a global south (or even, in this instance, French) perspective, these eras of operation might be entirely acceptable and interesting.


Perhaps, then, it is just a matter of where you sit. If we accept that in principle anything is possibly wargamable, then it is only our perspective, our horizon, our prejudices and biases which limit the possibilities. This might suggest that, in fact, we should game those things that make us slightly uncomfortable.