Flames of War: Forces of War Launches

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This month, Battlefront Miniatures, the makers of the popular World War II miniatures game Flames of War, took its first big digital step forward with the introduction of the first of their two new digital services — Forces of War.

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The soon-to-be retired EasyArmy.com

Debates have been raging through online message boards, Facebook groups, Twitter and over WWII-themed tabletops ever since the announcement that the beloved EasyArmy was being closed down and absorbed into Battlefront with Forces of War. During its run, EasyArmy had become a much relied-upon tool for FOW players worldwide. Battlefront has maintained a lengthy working relationship with EasyArmy’s designer in an incredibly rare example of a corporation willing to cede some control of their intellectual property. Now, like so many other companies working in the digital space today, Battlefront has brought the ideas and work of a passionate outsider in-house with this month’s launch of Forces of War.

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The New Companies menu on Forces of War

Beginning with Forces of War, buying a company list will run $1.00 USD with a 25% discount extended when buying all lists from an entire book or compilations at about $16.50 USD. The initial offering of lists is meager, focusing on the more recent FOW books Road To Rome, Barbarossa, Road To Remagen and the World War I themed Great War. Devil’s Charge is listed but the complete book is not available and instead points to the popular Panzers To The Meuse list. This set of German companies is the only free offering at launch, allowing for some limited experimentation with the site before buying additional lists. Being a Late War player who mostly plays US and British lists of the D-Day, Market Garden and Battle of the Bulge operations, my hope is that FOW quickly updated Forces of War with these lists as well as Eastern Front lists for Late War Russian and German players.

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 Company builder on Forces of War

As a test, I went through the quick PayPal process of buying the US 92nd Infantry list from the Road To Rome book. The performance was familiar to my experience on EasyArmy, although I did find the Forces of War site to be somewhat faster than its predecessor. Within a platoon, options are selected with simple clicks, and a running points total is tracked along the top of the page by company and platoon. Forces can be saved with custom names and a nice (but minor) new feature allows notes to be added within each platoon.

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A sample Saved Company page on Forces of War

Saved companies are accessed through easy to view lists which can be filtered by period, country, type, name, source, motivation and skill. Companies can be exported and saved as PDFs or printed. The printed lists are somewhat clearer with better page breaks than those with EasyArmy, a simple but welcome tweak. Frustratingly, the platoon motivation and skill ratings still print within unnecessarily colored text boxes which are nearly unreadable on the page.

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Scenarios selector on Forces of War

Most other aspects of EasyArmy have been ported over to Forces of War, including the handy Scenarios map. The Scenarios page could use some upgrades with a search or menu feature to allow quicker access and some better designed graphics or links.

Much like EasyArmy before, Forces of War offers an easy interface in which to view and manage force lists for FOW. In a nutshell, all the core functionality of EasyArmy has been preserved and then packaged with an official FOW wrapper.  Like a lot of players, I would have very much liked to have seen more lists available at launch. As more lists become available in the coming months, re-buying lists already purchased via EasyArmy is also a sticking point for many but I find the new pricing scheme to be completely in-line with FOW balancing customer usability with needed company profit. Some will also continue to complain about the inaccuracies in some lists, but clean-up edits over time, cross-checking the books and being a considerate, mindful and fair player will always trump any gaming tool.  Gone too are all the ads which cluttered the layout of EasyArmy — a true step forward for any premium digital offer. As transitions go, the evolution of EasyArmy to Forces of War is a good start with room for greater improvements to hopefully occur in the very near term.

Pinball, Pixels and Play In Rochester, New York

StrongMuseumIt’s been a couple years since I visited The Strong National Museum of Play in Rochester, NY, but I took advantage of a recent week visiting my family in Western New York to pay the place a visit. The museum was founded in the early 1980s with the massive hoard of dolls, toys, games, household items and other objects collected over the lifetime of Rochester heiress Margaret Woodbury Strong. Since then the museum has evolved and expanded to encompass the more recent history of play, as evidenced in some of the wonderful exhibits I had a chance to see this past month.

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2014-07-08 11.59.24Running through September 7, 2014, Pinball Playfields offers up a tight overview of the American history of coin-operated pinball machines from their earliest appearance in the 1930s through today. A number of early games from the museum’s permanent collection kick off the small exhibit showing the first rudimentary gravity-fed games where balls plunked and clinked their way through a series of “pins” which would give the game its name.

2014-07-08 12.00.10Early 1930s and 1940s pinball machines

By the 1940s, electrified games were on the rise and the introduction of flippers late in the decade added enormous playability and control for anyone willing to feed the growing craze a coin at a time. As explained on the brief wall text, it was this coin-fed frenzy that caused many cultural killjoys throughout the country to advocate for laws banning pinball as a frightening tool of gambling in the 1940s through 1970s (just this past summer, Oakland, California finally repealed an 80-year ban on pinball).

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Despite its opponents, pinball fandom grew into the 1960s and 1970s, crossing over into rock music with The Who’s iconic “Pinball Wizard” from 1969’s Tommy. In my 70s childhood I can easily recall many pinball machines tucked into pizza parlor corners or inhabiting the basements of some of my lucky friends with their constant glow of light and pinging sounds. The exhibit includes a number of playable machines from the 60s and 70s, including superhero tie-ins with Superman and the Incredible Hulk which demonstrate intersecting pop culture influences on games.

2014-07-08 12.12.03Hercules (1979) — the largest pinball machine ever made

By the late 1970s video games were creeping into territory dominated by pinball machines. Gimmicky games like 1979’s enormous Hercules machine attempted to maintain the hold on fistfuls of coins which would soon be increasingly making their way to video arcades. With video games dominating coin-fed play throughout the 1980s, it was not until the 1990s and the 2000s that pinball rebounded by incorporating increasingly-complex mechanical animations, advanced LED and video screen elements into games. The more recent Wizard of Oz, Monster Bash, Star Trek and Lord of the Rings games on display — and all playable — show how the old-time pinball fun has truly been integrated with a modern thirst for visual effects overload.

Aside from the dozen or so playable machines, Pinball Playfields gives a good deal of historical information with descriptive text, early photos and advertisements, news articles and modern design schematics. All this is certainly fine stuff for the museum context, but anytime I found myself lingering a bit too long over some of the historical material I had to look around to find my wife and kids feeding another token and pulling back the plunger to start another play.

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2014-07-08 13.01.51The last time I was at the Museum of Play, the museum had just launched its important International Center for the History of Electronic Games. The collection now contains tens-of-thousands of video game artifacts, making it one of the most important repositories and research resources for the dominant mode of play of the past forty years. The debut exhibit a few years back presented an overview of  video game history and dozens of playable arcade and home games from the 1960s through the present. My latest visit allowed me time to see the full permanent exhibit, eGameRevolution.

2014-07-08 13.20.36Early home video game systems from the 1960s and 1970s

2014-07-08 13.20.26The Atari 2600 and Apple II computer — two machines that changed my world in 1977

The exhibit traces the development of the now-ubiquitous video game from its science lab beginnings of the early 60s through early console and home computer games in the 70s and 80s to the modern games which now inhabit so many living rooms worldwide. Changes in the sophisticated technology, graphics and marketing of video games are well-traced along with traditional curated displays behind glass. And, of course, there are plenty of playable games throughout the exhibit.

2014-07-08 13.22.23The video arcade in the eGameRevolution exhibit at the International Museum of Play

Pinball machines, an air hockey table, arcade cabinet classics, interactive dance and music games and a half-dozen home console games of different eras are set throughout the exhibit. A dark, low-ceilinged room reminiscent of the video arcades inhabited by many first generation video gamers like myself in the 1980s is set in the middle of the more traditional displays. At five plays for a buck, a visitor to eGameRevolution can easily lose themselves in decades of electronic gaming history.

 Game Time!

2014-07-08 13.09.07Museum goers willing to take a few steps further back in time will also find a dizzying and deep story of traditional games in the Game Time! permanent exhibit nearby. Three centuries of American board, card, puzzle and electronic games with brief, well-researched text offers a tremendous overview for those who wonder how gaming culture has evolved since the 19th-century.

2014-07-08 13.04.51An early 1970s Dungeons & Dragons set and the famed Dark Tower game from 1981

Games are arranged both in a historic timeline and also along themes such as economic games, chase games, strategy games and puzzle games. Along the way, a story unfolds where games provide a view into the American values and politics of each era, as well as the rise of the big business of games and the importance licensing particularly in the late 20th-century through the present.

2014-07-08 13.10.29War games, including classics like Risk (1959), Stratego (1961) and Battleship (1967)

2014-07-08 13.11.05Role-playing games, including 1970s and 1980s Dungeons & Dragons books

Wargames and role-playing games each receive their equal due with an early copy of Little Wars by H.G. Wells and some classic Dungeons & Dragons books from its genesis in the early 1970s. Seeing these games side-by-side with other games, like the extensive exhibit on Monopoly, is incredibly validating for someone like myself who has spent my life engaged in games which once dwelt only at the edges of our culture.

Putting all these games — from pinball and video games to board and role-playing games — which so shaped my youth and those of countless others within a broader context of American history is something one can experience in few places like you can at the Strong Museum of Play. If you can get yourself to Rochester, stealing away a few hours to play through time will be time (and maybe some game tokens) well-spent.

Retro Gaming The 70s & 80s: Crossbows and Catapults

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In 1983, I was 15 years old and living in a heyday of gaming. I already had a few years of Dungeons & Dragons under my belt and I was starting to stretch into some other fantasy role-playing, board and miniatures games. Video games had also become a big part of my social life, both in my friends’ living rooms and in the arcades popping up in the malls and main streets near where I grew up.

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Crossbows and Catapults as featured in a 1983 Sears catalog (only $12.99!)

Out of this early 80s mix of increasingly sophisticated RPG and video gaming came the decidedly low-tech Crossbows and Catapults from Lakeside Games. The basic play set came with a bunch of wonderful plastic toys representing enemy kingdoms of vikings and barbarians. Each side had a simple castle-like tower and loosely fitting bricks to construct a stronghold on a square mat depicting a moated island.

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Crossbows and Catapults “Battle Set” components from basic instruction book

But the name of the game wasn’t Crossbows and Catapults for nothing, and that’s where the real fun of the game came in. The opposing sides were each armed with rubber band powered catapults and crossbows (really more like ballistas, but the alliterative name certainly looked better on the box). In alternating turns, players would fling and fire round carom discs at the opposing player’s stronghold and troops. Knocking over figures were scored as casualties and landing caroms in enemy territory allowed advances in raiding forces. The game was won when a player revealed and seized the treasure buried beneath the other player’s castle.

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Components from the Crossbows and Catapults “Battle Set”

I’m fortunate to have a massive archive of well-kept childhood toys stored at my boyhood home, and I was recently able to dig through my surviving Crossbows and Catapults sets. All the rubber bands needed to be replaced, but everything else survives in near-perfect working order. Pieces from my decades old collection are shown in the pictures throughout this post.

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Game set-up instructions from the Crossbows and Catapults “Battle Set”

I also managed to preserve all the original instruction books from the “Battle Set” base game and the various expansions which were subsequently released (some scans included here). The “Castle Outpost” contains larger towers with a rubber banded platform that pops figures and flags into the air if the door is hit by an incoming carom. In the “Trojan Horse” set, the catapult-tailed horse “explodes” from the sides when hit on the base of its front feet, and the accompanying crossbow-armed “battle shield” pops open when struck at the front. My favorite expansion, the “Battling Giants” set, came with 8-inch tall minotaur and cyclops models which fling caroms at the enemy by pushing a button at their backs.

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Crossbows and Catapults “Castle Outpost” expansion  set

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Crossbows and Catapults “Trojan Horse” expansion set

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Crossbows and Catapults “Battling Giants” expansion set

Every Crossbows and Catapults expansion came with new rules and components for each side, allowing for a lot of additional play options on the floor battlefield. The expanded rules for each set allowed for standalone games or for incorporating the new pieces into the base “Battle Set” game. All the instructions also encouraged players to make up their own rules, something my brothers, friends and I did endlessly in our brief period of Crossbows and Catapults obsession.

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H.G. Wells, author of “Little Wars,” and his friends wargaming on a parlor floor

In revisiting my teen delight over Crossbows and Catapults my mind went straight to the descriptions of early 20th-century gaming laid out in Little Wars by H.G. Wells. The tiny 1913 book is seen today as the formative basis for what would become miniatures wargaming in the coming decades. Building on the more abstract Kriegsspiel tradition of the early 1800s, the genesis moment for using toys in wargaming is described in the book as an idea of one of Wells’s friends:

“I believe that if one set up a few obstacles on the floor, volumes of the British Encyclopedia and so forth, to make a Country, and moved these soldiers and guns about, one could have rather a good game…”

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Early 20th-century die-cast Britains spring-loaded 4.7 naval gun

As you read through the game descriptions and rules set forth by Wells, quite a number of similarities to Crossbows and Catapults arise. Rudimentary buildings or forts are placed on small boards, much like the plastic mats provided in Crossbows and Catapults. Resolving combat in the games played by Wells and his gentlemanly friends was commonly achieved through the firing of wooden pegs with the spring-loaded Britains 4.7 naval gun at opponent’s infantry, calvary, buildings and walls constructed of wooden blocks.

Seventy years after Little Wars, Crossbows and Catapults presented a very similar floor game. The rubber-band catapults and ballistas firing caroms at the soldiers, castles and plastic brick walls. In both games, proximity of infantry to artillery — a naval gun of Wells’s day or a catapult in the modern game — determines whether that piece may fire. The measurement of the play area as set forth by Wells and outlined in the Crossbows and Catapults basic rules are uncannily similar.

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“Battleground: Crossbows and Catapults” re-release from 2007

The Crossbows and Catapults license passed through a number of game publishers over the years and was re-released as “Battleground: Crossbows and Catapults” in 2007. The game was modified and updated with orcs versus knights plus some redesigned components and additional expansion sets.

I had a chance to play with my Crossbows and Catapults sets again this past week, some 30 years after I first I bent down on my teenaged knees to do battle between barbarians and vikings. Playing with my nine-year-old son, all the fun of launching plastic discs at opposing armies came back. The game is largely a shoot-out of skill and aim wrapped around some still-nifty game pieces. In the early 1980s I didn’t know about Wells and his Little Wars floor games, but a hundred years on now I can see the connection, tradition and joy in commanding armies on the floor and flinging attacks with Crossbows and Catapults.

Collector’s Note: You can find the 1983 “Crossbows and Catapults Battle Set” in the original box for $50-200 on eBay, and many of the expansions can be picked up for around $20. The re-released “Battleground: Crossbows and Catapults” set from 2007 can also be had for about $50.

Donald Featherstone (1918-2013)

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News is being reported today that famed British writer and pillar of the 20th-century wargaming hobby Donald Featherstone (pictured above, right) has died at the age of 95. While by no means a household name, Featherstone was the author of more than 40 books and countless articles on the subject of wargaming, beginning in 1962 with his seminal book Wargames and the launch of his Wargamer’s Newsletter that same year.

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Heavily-influenced by H.G. WellsLittle Wars, Featherstone played a central role in the post-WWII development of the wargaming hobby. This was the era when a small group of armchair historians knit together the first loose networks of gaming groups, self-printed newsletters and early gaming conventions like the first one in the UK organized by Featherstone in the mid-1960s. Featherstone’s lifework was devoted to promoting the hobby of wargaming as a way of understanding military history, writing broadly on naval, land and air combat as well as specific military campaigns and eras. Many of Featherstone’s books are available in modern reprints via The History of Wargaming Project and the early editions of his books are highly-sought by collectors.

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For more on Featherstone’s influence on the growth of wargaming into the eventual worldwide phenomenon which would give birth to Dungeons & Dragons and modern gaming of all kinds, I can’t recommend enough Jon Peterson’s excellent Playing At The World. Anyone who plays a strategy game today — whether on the tabletop or on a video screen — owes a little something to Donald Featherstone and the little wars he started more than a half-century ago.

New Game Weekend: Letters From Whitechapel

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This fall will be the 125th anniversary of one of the most famed unsolved crime cases in history and a story that continues to fascinate to this day. The Jack the Ripper case, also known as the Whitechapel Murders for the section of London where the killings occured in 1888, involved the gruesome homicides of (at least) five prostitutes by a still-unknown perpetrator. Much like today’s high-profile crimes, the case held Victorian London in a state of rapturous horror as an anxious police force, press and citizenry obsessed over the murders and hunt for the suspect. Graphic crime-scene photos, mysteriously cryptic letters and speculation on potential suspects – from butchers to surgeons to members of the British royal family – combine to make to make the lore of “Ripperology” a thing of modern legend.

Jack The Ripper in Pop Culture

From a pretty early age, I had a macabre interest in Jack The Ripper. Aside from the countless true-crime books on the case, Jack The Ripper has made it to the big and small screen dozens of times over the years. I love the moody 1928 silent picture Pandora’s Box starring Louise Brooks as a wayward innocent who falls into a life of prostitution before becoming a victim of Jack. The 1979 movie Time After Time adds a sci-fi spin on the case with Malcolm McDowell as H.G. Wells chasing Jack The Ripper through time to modern day San Francisco. My favorite by far has to be the 1988 Golden Globe-winning TV miniseries Jack The Ripper with Michael Caine chewing the scenery as the real-life Scotland Yard chief investigator of the Whitechapel Murders Inspector Frederick Aberline. Made on the centennial of the case, the series focused on the theorized link of the murders to the British royal family and re-introduced the case to a new generation of Ripper-obsessives like myself.

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Time After Time

Jack The Ripper

fromhellcoverOf all the movies and books I’ve encountered about Jack the Ripper nothing can hold an oil lamp to Alan Moore and Eddie Campbell‘s 1999 graphic novel masterpiece, From Hell. Orginally released in a 10-issue serial and now available as a bound edition, From Hell is one of the most dizzyingly complex stories I’ve ever read. This is also Moore at his most obsessive with nearly 600 pages of slowly-building detail ultimately pointing to a grand and ancient conspiracy. The muddy black-and-white ink drawings of Campbell perfectly capture the grime of the streets of 19th-century London and the unhinged mind of a serial killer. The depth of research and detail in the characters and places surrounding the case really can’t be described, and it’s this complexity in the book that has driven me back to re-read it a number of times over the years. Johnny Depp starred in a 2011 film adaptaion of the story, but honestly I’ve never been able to bring myself to watch it given how much I love Moore and Campbell’s original series. A new book, The From Hell Companion, goes behind the scenes to the story and visual development of the book, and I’m certain I’ll be picking up a copy very soon.

Letters From Whitechapel

With a long-time interest with Jack The Ripper, I was thrilled to get a chance to play Fantasy Flight Game’s Letters From Whitechapel recently at Metropolitan Wargamers. The game presents a historically-accurate map of Whitechapel with its intricate cobblestoned streets and alleys on which a group of police officers attempt to track down and apprehend Jack The Ripper before his murderous spree comes to a bloody end.

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In the game, one player is elected to play as Jack while the other players take on the roles of patrolling London policemen. Behind a special screen, Jack denotes his hidden home base on a special sheet before placing tokens on the board at the location of possible victims. The police players then secretly place the starting locations of their patrolling officers. Then, all starting places for the police and prostitutes are revealed and markers are placed on the board. Going first, Jack then decides whether to kill his first victim or delay for time. Once the victim is murdered, a red token is placed to denote the scene of the crime and the police pawns are moved up to two black squares at a time.

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Jack the Ripper then moves each turn in secret between numbered spaces, marking the locations on his sheet away from view from the police players. A carriage token allows Jack to move two spaces and slip by police potentially blocking his path. An alley token lets jack slip through a dark back passage within any given city block. After each move by Jack, the police move and choose to investigate nearby areas or speculate on and adjacent location of Jack and make an arrest. If a player investigates a space where Jack has been, a clue is revealed and marked on the board. Turns alternate with Jack moving and the officers attempting to string together his movements through discovering more clues. Jack attempts to get back to his secret hideout before being found out by the inspectors within the set time of the round. If Jack is successful, the next round begins with a reset of the board and a new potential victim being placed.

Letters from Whitechapel is basically a cat-and-mouse game with the police players attempting to decode Jack’s possible routes of movement in order to close in and capture him. In my first game, it took us two rounds to track down a very elusive Jack who ran devious circuitous routes back toward his hideout. After the first round, we felt fairly confident we had narrowed his home base to one of three areas of the board, and we finally caught him in the second round by focusing on those areas. The game involves a lot of discussion among the police players with various theories of Jack’s whereabouts bandied across the table throughout the game.

For gamers with more than a little Jack The Ripper interest coupled with a desire to play out a game of hidden movement of the opponent, Letters From White Chapel is incredibly satisfying. With 125 years of the unsolved Whitechapel Murders behind us and probably many more to come, having a go at bringing Jack The Ripper to justice makes for an intriguing couple hours of play.

The War Game of Norman Bel Geddes

I somehow missed it about a year ago when The Believer ran a great piece on the wargaming obsession of famed American designer and futurist Norman Bel Geddes. While his name may not resonate outside circles of early 20th-century design enthusiasts, Geddes is responsible for much of what we commonly think of when terms like “Art Deco” and “streamlined” are used. Most of Geddes’s fame today is linked to his design of the General Motors-sponsored Futurama exhibit at the 1939 New York World’s Fair and an iconic Art Deco radio commemorated with a US postage stamp in 2011.

Much of Geddes’s work — including the Futurama’s “world of tomorrow” display — was achieved through his obsessive and highly-detailed miniatures modeling. As featured during his life in such varied publications such as The New Yorker, Atlantic Monthly, Life Magazine, Popular Science, Ladies Home Journal and Arts & Decoration, Geddes poured an enormous amount of time and thousands of dollars of time into military scale modeling. Utilizing his extensive library of military books and journals (now held in the University of Texas archives), thousands of ships were crafted from brass with exacting detail and enormous topographically-accurate sea and land playing tables were constructed by Geddes in his family’s Manhattan apartment.

Geddes moved in prominent 1920s-40s New York social, professional and intellectual circles, which led to his hosted sessions of what was simply referred to as “The War Game” to be celebrated events reported on in local papers. Movie stars, socialites, politicians, foreign dignitaries and even rumored retired military brass are said to have been frequenters of the intense gaming sessions. The weekly games ran for months on end, used a rules system Geddes designed himself and were documented in immense detail on record cards, charts and maps run on the printing press Geddes kept in the house. The archive at the University of Texas just hints at the wealth of information on how The War Game grew over the two decades of play among Geddes and his circle.

Like the games played among H.G. Wells and his friends recounted in his book Little Wars, time spent reading through the many articles now archived online of Geddes and his games reveals a vast little-known era of gentlemanly wargaming in New York City. As I look ahead to another weekend of gaming with the Metropolitan Wargamers, I can’t help but feel the rippling tradition of small and obsessive battles waged in the basements of the city to this day.

Gaming Wars In The 21st Century

I was pleasantly surprised to open the back page of this past weekend’s New York Times Sunday Book Review section to an article on the 100th anniversary of H.G. Wells’ “Little Wars.” The book’s Edwardian-era style, classism and occasional not-so-thinly-veiled sexism is mixed with the mechanics of a gaming system which makes it a relevant read even today.  Before “Little Wars,” wargaming had largely resided in Europe’s war colleges and in the parlors of the ruling elite. Even with its English intellectual, upper-crust trappings, “Little Wars” sought to expand the popularity of wargaming. As the article points out, “Little Wars” is an important foundational document and should be required reading for those who are interested in how we’ve arrived at the business of gaming on the tabletops and screens of the world today.

“Little Wars” is widely available for free online and for e-readers today, and “ownership” of gaming is largely the subject of a post today on BoingBoing about Dungeons & Dragons retro-gamers. Whether driven by nostalgia or as a reaction to corporate ownership of a beloved game of their youth, “old school” D&D gamers stress what they believe to be a truer game style more focused on role-playing and less-so on action-driven play. To stay relevant to a new generation brought up on CGI special effects, so the argument goes, the now-owners of D&D Wizards of the Coast have increasingly made the game more combat-heavy (read: more like video games). In reaction to this, retro D&D gamers have created an increasingly-active community of story-driven gamers who look to old rules for inspiration. The ability to share thoughts, opinions and out-of-print rulesets online has only fuelled the movement.

Old school gamers are just the latest combatants  in the war over gaming. The history of wargaming rules development winds its way from military schools and H.G. Wells to postal games and strategy boardgames in the mid-20th century. Games and rules were more fluid in the 1940s-60s where there was little profit to be had in wargaming, and a big part of the gaming community was in the debates over what rules were the most realistic or playable. With a few exceptions, ownership in those days was based more on pride and ego than copyrights and profit. This timeline is well-documented in Jon Peterson’s “Playing At The World” which finally arrives at the early days of D&D.  Even before D&D made the great leap into a world-wide phenomemon there were arguments and accustaions over copyright and ownership. Peterson’s recent analysis of a transitional draft of D&D (the Dalluhn Manuscript) not only adds greater nuanace to the development of the rules themselves but I think also provides another chapter on the concepts of evolutionary, intellectual and legal ownership of games.

Much of the digital conversation today — whether about games, photos, movies or music — hinges on the topics of openness, control and copyright. Along with the free and independent gaming forums and sites, we’ve now been given a new frontier of games on Kickstarter. What used to take years (or even decades) of slow development and debate by word-of-mouth fanzines and postal newsletters, Kickstarter achieves in weeks or days. Players vote with their wallets in support of games which can now easily garner six and seven-figure funding levels, all but guaranteeing a fanbase that literally buys-in at the ground floor. Sites like BoardGameGeek can help make or break the success of a new game and then go on to serve as R&D for game expansions, rule variations and subsequent editions.

A hundred years after “Little Wars” pulled the ownership of wargaming out of the fists of Europe’s elite, we’re still warring over our games. Copyright laws, digital distribution and individual financial investment will continue to shape the next hundred years of the ownership conversation, but gaming is certain to remain a very personal investment for some time to come, too.

Gaming In Challenging Times

Most people know H.G. Wells as one of the modern inventors of science fiction literature with such masterpieces as “The War Of The Worlds,” “The Time Machine” and “The Invisible Man.” Wells is less well-known as one of the first popular writers on the subject of miniature wargaming. Published just before Great Britain entered World War I, Wells’ “Little Wars” outlined one of the first widely-available English sets of rules for miniatures wargaming. Using cast metal toy soldiers and artillery, Wells and his Edwardian friends created elaborate wargames on their parlor floors and English gardens. Using wooden projectiles fired from small model canons, these proper English gentlemen waged war on opposing sides of tiny infantry and cavalry armies. Many of the concepts of movement, effects of model terrain and chance still present in 21st-century wargaming were set down in print by Wells.

Wells was also a socialist, pacifist and supporter of the concept of a world-governing body to preserve peace and avoid increasingly large-scale warfare that would eventually come to haunt much of the 20th-century. In “Little Wars,” Wells lays out the idealistic aspiration that men, young and old, would someday permanently remove themselves from the real killing fields of modern war and instead settle great international conflicts through wargaming and boardroom diplomacy. “The tin soldier leaves behind no tin widow, and no tin orphan,” said Wells.

I’ve spent well over half my life gaming, with countless hours spent locked in play violence. I’ve also made the study of history and warfare one of my educational and personal pursuits. I’m fascinated by why people make war on each other, and I wonder at what makes one human decide to do violence against another. With this, I too hate war and violence, questioning even when attempts are made to choose what fights are historically just.

The modern pervasiveness of video games, movies and news media makes violence real and immediate in ways Wells and his contemporaries could have never imagined a century ago. Even as a kid just 30 years ago, I couldn’t imagine for myself a culture so covered in virtual blood, real or fictitious.

I have two sons now, and like most parents, I wish to share and pass on some of my interests to them. For some parents, it’s baseball. For others, it may be a love of camping or cooking or knitting. Me, I want my kids to play wargames. I want them to do this because it is an incredibly rewarding hobby, combining artistry, historical research, complex decision-making, math, teamwork and management skills. I also want them to take up my interest in wargames because I think, when done right, wargaming can
still teach why war and violence is a horrible, horrible thing to be avoided at all costs.

“Doing it right” is the rub. Like so many worthwhile things, wargaming takes time. Lots of it. You need to have a real interest and a real commitment in not only yourself but in your fellow players in order to play wargames. Wargames are for people who care.

And here, I will expand beyond miniature wargames to include video games in the discussion. Just as Dungeons & Dragons was accused of being the realm of loner weirdo teenage Satanists with a penchant for violence and anti-social behavior in the 1970s and 80s, video games are the target now. Yes, the video gamer community and industry is far, far larger than the D&D community ever was. Yes, video games depict violence in a far more realistic way than tabletop wargaming can. But the problem is not inherent in the games. The problem is a lack parental involvement with their children’s gaming pursuits.

A parent who is fairly tuned-into their kids’ playtime is a participant and a partner. I’ve spent hours watching my kids play video games, playing video games with them, reading about video games with them and discussing video games with them. I am willing to bet most parents’ level of involvement with their children’s gaming begins with buying their kid a game they know nothing about and ends with the kid vanishing into their bedroom to start logging dozens of hours in a game. The same parent who will re-arrange their schedule and devote hours to their son’s baseball practices and games will probably not make a similar investment in the same son’s hours devoted to racking up kills on Call of Duty or levels of progression in Skyrim.

Play – parentally-invested play – is an indispensable part of childhood that can provide a lifetime of healthy and creative thinking. Maybe he is outdated, but I’ll stick with Wells and his utopian hope that games can and do provide the path to a better world.