“Man is most nearly himself when he achieves the seriousness of a child at play.”
— Heraclitus
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| A toast to summertime gaming aspirations. |
“Man is most nearly himself when he achieves the seriousness of a child at play.”
— Heraclitus
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| A toast to summertime gaming aspirations. |
“A toy is seen both as a bauble and as an intellectual machine.”
— Brian Sutton-Smith
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| Sharing my Star Wars Mos Eisley toys at a convention back in the 20th century. |
“Reflect upon your present blessings of which every man has many — not on your past misfortunes, of which all men have some.”
— Charles Dickens
I’m not a fan of year-end summaries of top 10 this and top 10 that, the numerous people we admired who passed away, and a look back on a few positive highlights that never quite illuminate the darkness of what seems like a 10,000-day year of constant awfulness at various levels. I don’t care to innumerate my past achievements (usually because they don’t amount to much) or state my resolutions or other expectations for the coming year. But our society places meaning on year-end reflection on past and future, so I’ll indulge a little in looking back and forward on the few promising game-related bits that shone like bright pinpricks against the vast canvas of darkness.“Old friends pass away, new friends appear. It is just like the days. An old day passes, a new day arrives. The important thing is to make it meaningful: a meaningful friend — or a meaningful day.”
— Dalai Lama
During the Thanksgiving holiday, as local merchants sought to promote business for the gift-giving season, my wife discovered a new game store in town. BrickHammer Hobbies apparently just opened that week and was still pulling things together, but took advantage of the crowds of holiday shoppers wandering Culpeper’s quaint main retail street that Thanksgiving weekend dominated by Black Friday, Small Business Saturday, and Cyber Monday. I’m encouraged, of course, but wary; since moving to Culpeper 20 years ago (I still can’t believe it’s been that long), two other game stores have opened and met their inglorious demise...though we’ve recently had some gaming-adjacent stores open. I stopped by to check out BrickHammer Hobies and make a small purchase...and it started me thinking how I might support the store beyond simply being an occasional customer.“I have but one lamp by which my feet are guided, and that is the lamp of experience.”
— Patrick Henry
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| Painting by Glenn Moore depicting the British attack on the American breastworks at the Battle of Great Bridge. |
“For me, it is always important that I go through all the possible options for a decision.”
— Angela Merkel
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| My Battle of Great Bridge set-up on site. |
“Happiness is a choice that requires effort at times.”
— Aeschylus
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| German troops await a charge from U.S. Marines at Belleau Wood. |
“Only those who will risk going too far can possibly find out how far one can go.”
— T. S. Eliot
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| Middle-earth 54mm miniatures game, with player aid card and "burning" buildings. |
“Nine-tenths of tactics are certain, and taught in books: but the irrational tenth is like the kingfisher flashing across the pool, and that is the test of generals.”
— T. E. Lawrence
I’ve been spending time writing down the rules for processes discussed earlier, with an eye to producing both a rulebook for a board wargame and a streamlined player aid format of rules for the event where I expect to run the Battle of Great Bridge game demo. Once I had some firm rules down as a baseline for game play, I devised a gridded map, found some generic pieces to use, and started some self-play testing (with me taking turns running both sides), given my general lack of local players. I made a few adjustments, but overall it seems to deliver the experience I’d hoped to offer: basic rules with player choices, short play time, and all taking into account some historical considerations.“Principles and rules are intended to provide a thinking man with a frame of reference.”
— Carl von Clausewitz
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| Painting by Glenn Moore depicting the British attack on the American breastworks at the Battle of Great Bridge. |
“History is the interpretation of the significance that the past has for us.”
— Johan Huizinga
| My whiteboard notes on the battle. |
Sources
I have a basic understanding of the Battle of Great Bridge, having lived in Culpeper some 20 years and seen (and read) material about the Culpeper Minutemen. But in designing a streamlined game about it, I needed to ask some questions to adapt the history into a game framework. Most pertain to nearly any battle one seeks to simulate. What did the terrain and troop deployment look like? (Useful for determining the board arrangement.) What forces were involved and how did they compare proportionately in size, number, and capabilities? (Necessary in figuring how many unit pieces to include and ruling how they move and attack.) What ranges and accuracy did Revolutionary war muskets and rifled muskets have? (At the battle the Culpeper Minutemen sent flanking fire into the British from beyond musket range because, as essentially frontier fighters, they used more accurate rifled muskets.)
“I set little value upon my health, when put in competition with my duty to my country, and the glorious cause we are engaged in.”
— Lt. Colonel Charles Scott
I am developing a game about the Battle of Great Bridge from the American War of Independence (AWI) and decided I’d keep a design journal, both for my own reference and for others interested in the process I follow in researching and creating a game with specific parameters in mind. I have volunteered to design and run a short participation game at an event this October commemorating the 250th anniversary of the mustering of the Culpeper Minutemen. I’m working under several parameters for this activity as well as bearing in mind a few key issues in the Patriots’ success in the engagement. Although I plan on running the event using a small, wargaming-style diorama map with paper miniatures, I expect I’ll playtest it as a board wargame...and later make it more easily available in that format as a PDF.
“Think like a wise man but communicate in the language of the people.”
— William Butler Yeats
I have two stand-up, flip page easel folios I use when running game events. They fold up flat, easily fold out into a standalone display, and inform attendees what game I’m hosting (and some other details, like rules summaries or historical context). I offered to loan them to my wife for a conference she was attending. So I had to remove all the letter-sized signs I’d slipped into the inserts; since I just keep adding signs and never really cleared it out, it reminded me of all the various games I’ve run over the past 10 years at regional game conventions and local game days.
“I discovered me in the library. I went to find me in the library.”
– Ray
Bradbury
Every
few months something
inspires
me to consider the issue of safe spaces, specifically public
libraries as safe spaces. It’s
become one of those perennial issues emerging in discussions
about
our society as
a whole and our smaller communities of gamers.
Paramount
among these
prompts
was
Wil Wheaton’s moving
keynote
speech
at the Southern Kentucky Book Festival, “The
library
is a
safe
place,”
about how
books and
his local library helped him find his way through his difficult
childhood. It’s
long but worth reading. Go and read it now...I’ll wait. I
gleaned other
tidbits
from my
social media feeds
demonstrating
how public libraries offer a place where the homeless, out-of-work,
and troubled can find refuge, however temporary. The
main event, however, was closer to home; this
past spring our
local
public library hosted a convention celebrating graphic novels,
movies, even games with fandom followings. After
some reflection on all these perspectives I reached
a realization.
As merely
places
filled with books and other media to engage our interests and
momentarily distract us from our real-life woes,
public libraries fulfill
only part of their role;
what brings the safe
place
to life is the confluence of the media and caring
people
in one location. People
matter. They make the difference in how we experience places and
events...for good or ill. I regret that, while
games might serve
as one aspect helping to make
libraries a refuge, exclusive game spaces do not always make for safe
spaces...people,
civility,
and kindness make the difference.
The library where I grew up; not my
current public library....
“Fortune favors the prepared mind.”
– Louis Pasteur
I wasn’t in Boy Scouts very long, probably about a year, but I learned a few things (many of them not well). How to use a pocketknife safely. How to tie knots. How to navigate using a map and a compass. How to endure the mistreatment inevitably coming your way as the shortest, scrawniest kid. And, of course, the importance of being prepared. I’ve tried to keep that lesson in mind as I’ve stumbled through all the challenges life has unexpectedly dumped on me over the years. I’ve found having a mindset of preparedness has helped me introduce new games – or the new experience of games – to a host of people. Sometimes I’ve done this with a few friends in the comfort of our home. Other times I’ve prepared for games in more public venues like museums, libraries, and conventions, often for strangers. I’ve learned from experience...both successes and failures. In a world where “overthinking things” still retains a societal stigma (though more of us admit and accept it), it’s nice to know being well-enough prepared can pay off. Especially when teaching games to new players.“These so-called bleak times are necessary to go through in order to get to a much, much better place.”
– David Lynch
The insanity of the year 2020 certainly gives me cause to reflect on what could have been if the pandemic hadn’t completely disrupted life as we know it. Contemplating these lost experiences helps me comprehend the scope of our sacrifice and look forward to appreciating them that much more should the post-covid future allow us. Among the canceled vacations, game conventions, family gatherings, summer camps, blockbuster film premieres, and routine excursions to relieve real-world stress – disappointments no doubt shared by many – is one gaming opportunity I’d anticipated immensely, one that might still develop and flourish once America learns to responsibly deal with covid-19. But for now it languishes with the “might have beens” of 2020. I’d long planned to develop a “Wargaming History” talk for the local museum and had finally met with the director to pitch it, even had it scheduled on the calendar, when the pandemic shut everything down.