View Full Version : #16: RPing in Wargames
RPGnet Columns
01-31-2006, 01:00 AM
http://www.rpg.net/columns/fillinthegap/fillinthegap16.phtml
Summary:
Talking about roleplaying in wargames.
Go to the column (http://www.rpg.net/columns/fillinthegap/fillinthegap16.phtml) for more information.
Old Geezer
02-01-2006, 07:41 AM
Truthfully, my first thought after reading this column was "If you don't like wargames, why are you playing one?"
I do use historically accurate tactics - I wouldn't use Napoleonic style columns in a medieval game - but I'm there to have my intellect challenged and out-think my opponent.
My second thought was "If you play that way, that's your choice, but don't whine when I hand you your ass in a basket."
And if you beat me I'll buy the first beer. Promise.
Matt David T.
02-01-2006, 01:15 PM
Fair comment! It's not for everybody.
Personally, I happen to love both Peanut-Butter and Jelly separately, and as condiments.
But they're best when put together ;).
komradebob
02-01-2006, 05:31 PM
Truthfully, my first thought after reading this column was "If you don't like wargames, why are you playing one?"
I do use historically accurate tactics - I wouldn't use Napoleonic style columns in a medieval game - but I'm there to have my intellect challenged and out-think my opponent.
My second thought was "If you play that way, that's your choice, but don't whine when I hand you your ass in a basket."
And if you beat me I'll buy the first beer. Promise.
Well, I can certainly understand that opinion ( I tend to be pretty competitive myself when playing most minis games), there are ways to tinker with things such that roleplaying is part of the victory conditions, especially if victory points are used.
As an absurd example, imagine a situation involving cavalry and tanks on different sides. In a normal game, I probably wouldn't charge the tanks with the cavalry-that's just suicide and will lose me troops. OTOH, if I tinker with the rules a bit, I might be able to declare that a player doing exactly that sort of thing gains victory points for the act, rather than the results of the act.
It sounds a bit odd, but it's something I've been working on in a couple of little designs I've been crash building. The basic idea is to seperate player victory from faction victory.
Old Geezer
02-02-2006, 08:40 AM
Well, I can certainly understand that opinion ( I tend to be pretty competitive myself when playing most minis games), there are ways to tinker with things such that roleplaying is part of the victory conditions, especially if victory points are used.
As an absurd example, imagine a situation involving cavalry and tanks on different sides. In a normal game, I probably wouldn't charge the tanks with the cavalry-that's just suicide and will lose me troops. OTOH, if I tinker with the rules a bit, I might be able to declare that a player doing exactly that sort of thing gains victory points for the act, rather than the results of the act.
It sounds a bit odd, but it's something I've been working on in a couple of little designs I've been crash building. The basic idea is to seperate player victory from faction victory.
Well, "victory conditions" are an old staple of miniatures gaming. Have fun. If you come up with something cool, write a column about it.
komradebob
02-03-2006, 10:27 AM
Well, "victory conditions" are an old staple of miniatures gaming. Have fun. If you come up with something cool, write a column about it.
Well there's a reason for that- Victory conditions and victory points are a solid way of designing goals for wargames! It fits into the "If it's not broke, don't fix it" category.:)
Tweaking the reason vps are awarded is easy. My philosophy on it would be to encourage simulation/verite. If you've got a game where orcs are supposed to be bloody-thirsty, near suicidal savages, I'd give vps for sending them on headlong charges, regardless ( or in addition to) the outcome of the resulting combat. The idea here is that the player controlling the orcs could win the game ( by playing to genre conventions), even if the orcs lost the battle.
Now, in terms of bringing a more roleplaying aspect into the thing, I would think that the various players would have to have some ability to choose what sorts of things they would get victory point awards for instead of (or in addition to) more traditional victory points. If you were playing a general with McClellan Syndrome by choice, you should be able to declare that you gain victory points by acting appropriately.
Right now, I don't have a system solidly in place for this. I expect a fair bit of trial and error (probably with the aid of a fair minded referee) would be the most practical approach to designing something like this.
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