1689 Reading List

image

So far this half a shelf is my 1689 reading list for the proposed megagame about the Glorious Revolution.  I’ve read some of this already, and marked up the interesting bits. Notably Bonnie Dundee and the Bruce Lenman books as well as Glencoe by John Sadler which sets the scene for the 1692 massacre very well with a decent treatment of the 1689 campaign.

What I’m largely missing is stuff on the events in Ireland, I know that there is a load of material on the campaigns there. Albeit much of it biased by the sectarianism that continues into the present day. My bookshelf coverage of Ireland is much later than this, mainly the recent Troubles and the early 20th century events.

If you can recommend any books about the 1688-1694 period that would be good. Ideally I want material that covers the administration of the armies and government as much as the series of events. As the say Amateurs talk tactics, professionals love logistics.

Recommend me some books for my 1689 reading list please?

1689 Megagame Idea

A 1689 Megagame of the Glorious Revolution

Prince of Orange Landing at Torbay, engraving ...
Prince of Orange Landing at Torbay, engraving by William Miller after J M W Turner, (Photo: Wikipedia)

In November 1688 William of Orange landed at Torbay with a combined force of Dutch and British troops. Early in 1689 the English Parliament declared for William. In Scotland and Ireland things were less clear cut, Scotland was finely balanced and Ireland was more Jacobite than Williamite. The events of 1689 determined who sat on the throne, and Britain becoming a global power.

A 1689 megagame will let players explore this and see if the outcome was a foregone conclusion or not (I don’t believe it was as easy as history makes out, and the Jacobite rebellions of the first half of the 18th Century bear out the continuing support for King James II and his descendants).

Aim

The 1689 megagame will be a political and military game about the events of 1689 that historically lead to the overthrow of King James II and his replacement with William & Mary.

  • The events in Scotland must be played
  • Events in Ireland could be played
  • events in England are unlikely to be played (it was much less contentious)

The 1689 megagame should cover the strategic options of both Kings, and the immediate political issues from the ruling classes of the Kingdoms. Specifically there should be a real dilemma for players on whether to switch sides (and at what point to jump, and whether to jump back). Historically changing sides was common, and some major figures did so more than once.

Underlying this there is a military game. Although all out war was avoided in England (the memory of the Civil Wars was too recent) this was not true in Scotland or Ireland (where the memory was still recent, but there were more scores to settle and force of arms was used more often). Significantly the settlement was rapid in England because William threatened to take his army home.

There are also resource constraints. Money needs to be borrowed, and paid back, to finance the campaigns. William appears to have planned better and has more immediate resources.

Potential Structure for a 1689 Megagame

Two Kings

William’s Government

William III ("William of Orange") Ki...
William III (“William of Orange”) King of England, Scotland and Ireland, Stadtholder of the Netherlands (Photo credit: Wikipedia)

William has a Government in London and the Netherlands. It supplies him with money and troops and he needs to engage politically with both Parliaments. He is also fighting a war with France, of which this becomes a wider part.

Decisions here are about deployment of resources and diplomatic efforts to close down support for James, and ensure that he does not have to get blood on his hands directly. His orders in late 1688 specifically allow James to escape, he was worried that elements of the English aristocracy would push him into a position where a captured James would have to be executed.

Members of the government (not William himself) could potentially be subject to desertion to James, so they need to be kept onside.

Scaling  at the lower end this can be a control role, in a high turnout game it could be a small player team to co-ordinate across Scotland and Ireland and do some diplomacy (via control).

James’s Government in exile

Portrait of King James II & VII
Portrait of King James II & VII (Photo credit: Wikipedia)

As with William King James II has some loyal followers with him. Initially he is in France, having fled London in December 1688. After getting help from the French he returns to Ireland to raise an army to fight against William’s troops. Throughout the period his government is in letter communications with a number of officials and sympathisers across the three kingdoms to keep them in play as his loyal subjects.

Within his cabinet there is a high level of political intrigue and this leads to it being dysfunctional. In particular the Drummond brothers are hated by many who are otherwise loyal to James. There are also other enmities, often borne of the same issues that lead to William being invited over.

Defections and desertions from and to James are common.

Scaling this could be a control role in a small game. In a larger turnout it would be useful to play some of the Cabinet roles with James as Control. In a very large game then there could be a Hitler’s Henchmen style sub game going on with this team.

Scots Convention of the Estates

This represents the Nobles, Clergy and Gentry of Scotland. It met in March 1689 and was initially neutral, however when Viscount Dundee left it then it eventually declared for William & Mary. Potentially this could have been different. Orange or Lemon deals with this area and I’d re-use it as a sub-game in a 1689 megagame.

In effect this group of players hold the Government in Scotland in their control. They have agreement of who is the King, and to some extent the office holders of the Scottish Government are drawn from their ranks. Which way the Convention jumps will have a major impact on the course of the game (if they went for King James it could lead to him landing in Scotland rather than Ireland and calling on the Scottish Army to march south (it was disbanded at Reading in December along with the English Army)).

Scaling  this needs at least 7 players, of which two are staunch supporters of one of the Kings. If the ‘wrong’ King is chosen by the convention there is a role for these characters elsewhere in military opposition to the decision. The minimal player set are the leaders of the main interest groups, most of whom are undecided. In a medium sized game there are roles for up to 20 members of the Convention, the decided factions get a little larger and more undecided players are added. Each of the undecided will have agendas they want to see to gain their support, and a fear of being on the wrong side. It will take longer to make the Convention choose with more players, but it should become decisive if lobbied correctly.

Highland Clans

rp_300px-scotland_map-en.jpgThese are a disparate bunch, with internal conflict within them. Typically the Chiefs are well educated men (many are university graduates, or have studied). However they have a distrust of central government and obey only in so far as the King is willing to enforce things. They recognise authority in force of arms rather than de jure. An internal power struggle will be seen as a golden opportunity to settle old scores and raid for plunder in the guise of supporting the King.

There are few that can control Highland clans, their Chiefs and people they respect. An example of this is the recent Battle of Maol Ruadh (anglicised as ‘Mulroy’) in June 1688. Though government troops were involved, the fight was essentially a localised, private power struggle between clans (the MacIntosh clan settling a land dispute against the Keppoch MacDonalds). It was the result of deeply-entrenched, on-going clan tensions exacerbated by decades of political upheaval and lack of centralised authority in the Highlands. The battle of Mulroy highlights King James’ tenuous political authority and inability to maintain order in Scotland.

Scaling the major clans need to be played, ideally with at least two players per clan to allow dealing with both political and military issues (or both sides simultaneously if they aren’t active military). This would make for at least eight players (two each of the Grants, Camerons, MacDonalds and Campbells – although the last have at least one in the Convention). With a larger turnout there are 18 major Chiefs that were involved in the 1689 battles that could be played. There is also the possibility of running the clan sub-game in a similar way to the ancient celt game.

Military Forces

James II disbanded the armies, but William brought his own loyal troops from the Netherlands, including a Scots Lowland brigade. There were also some other Lowland troops raised either to fight for William, or re-mobilised by William. There are also some castle garrisons.

Conventional Forces

Conventional forces operating North of the Highland line are hard to keep supplied and operational. Also the terrain makes a lot of the training and doctrine hard to implement. The primary military leader for William was Major General Mackay, a highlander who had spent over 20 years in the service of the Netherlands. He has considerable freedom of action in how he deals with Jacobite forces in Scotland. His primary constraints are money and logistics.

Scaling the conventional forces need 2-3 players as a minimum. They have a standard command structure which means that the subordinate players have less freedom of action. If the game was larger there could be scope to add some liaison officers and logistics officers, but this is unlikely to take the need to more than 5 players. The key determining factor is the number of independent forces that could be created and the level of diplomacy done by military players. In the latter case I would expect this to be done by players from the Convention once it had reached a consensus on the King it was supporting.

Castle Garrisons

There are three significant castles, Edinburgh, Stirling and Dumbarton.

Edinburgh is a player role and casts an important shadow over the convention. The other two could be run by control if necessary. They guard important routes to and from the Highlands and are nominally controlled by the King. Other castles exist but these are private strongholds.

Time Period

The entire revolution took just under two years, but mostly the decisive phase is between March 1689 and August 1689. Ireland takes another year to mop up, there are also some loose ends in Scotland to deal with after the clans return home after the defeat at Dunkeld.

Potentially the Convention decision cycle could be extended from when it actually happened to allow it to go in parallel with the raising of the clans. That would allow the events to take place over 8-10 turns of about 40 minutes each (longer first turn and variable end). This would give a notional turn period of about two weeks.

Thoughts or comments?

  • Would you play in a 1689 megagame if it was worked up?
  • is there anything else you think could be included or left out?
  • would you want to work with me to make it happen?

leave a comment and let me know what you think. If there is enough interest I’ll approach Megagame Makers and see if it can go on the programme.

Welcome to Cold Steel Games!

Welcome to Cold Steel Games! This is a fork of my main blog Themself to split out the military history and game related stuff from the reading and writing that has come to dominate it over the last two or three years.

Why Cold Steel?

It’s a re-purposing of a domain I’ve held for a decade that was originally used for hosting a game design of a WW1 game about night patrols in no man’s land called ‘Hot Blood & Cold Steel’. The game still exists, and I’ll be adding a page with the contents of the old website (spruced up a bit) and a link to download the Hot Blood & Cold Steel game rules and printable tiles.

Posts here will be ocassional rather than to a fixed schedule (Themself typically has posts Monday, Wednesday and Friday every week). All of them will be game or military history related, and I intend to stick with that. Some of the posts here will probably be re blogged on Themself as well, keeping it a one stop shop for all my public writing.

You’ll probably notice that there are already a load of articles here. I imported all the relevant stuff from Themself so that all my military and game related material is here, apart from the stuff over on my Full Moon Games wiki.

All that remains is to write more wargaming stuff!

Megagame – Watch the Skies 2: Global Conspiracy

On Saturday I was the lead control for the East Asia region in Megagame Makers largest ever megagame Watch the Skies: Global Conspiracy. You can read rather a lot about it on twitter, facebook, reddit and a number of blogs because there were over 300 people involved in this megagame. Look for #WTS2 to find some of it.

So my role started some time ago, the first Watch the Skies megagame, with a mere 50 players, was filmed by the chaps at Shut Up & Sit Down and megagames became insanely popular. I missed WTS because of family commitments (it was my daughter’s birthday weekend). WTS2, and just about every other megagame, got booked up overnight and I couldn’t get a space on it. Jim Wallman had a plan though, and it involved me (and every other veteran megagame control team person). He scaled it up, to six times the size and about 25% bigger than the previous record holder for the largest ever megagame (which I played in).

Jim sent the control team the draft rules for us to read and comment on. He ran tryout sessions so we could get our heads round it all. He also spent an awful lot of time organising everything. The scale of the event is just huge, and it was all done by volunteers for the love of running large games.

Megagame Watch the Skies 2: The Game

As mentioned above, I was lead control for East Asia, there were three of us in the region looking after six human player teams plus some visitors (a mixture of aliens, press and foreign militaries). The other two control were also very experienced, and we quickly sorted out how we were going to run our corner. Mainly my job was running the map, with Andre sitting opposite while Stephen fielded all the other questions we were getting from the players not involved in whatever was going on at the map.

I’m not going to give a blow by blow account, for a start I was too busy to catch anything that wasn’t at my map, and for a second I’ll let the players tell their own stories. However I do have some highlights from the notes I made for the end of game de-brief.

  • AIM (our pet corporation) did deals very early on with China, Japan and Australia to upgrade their infrastructure and also build additional manufacturing lines there. Vietnam also benefited hugely too (the most in percentage terms).
  • The Australians attempted to breach the Nuclear Non-Proliferation Treaty by buying nukes from Iran. This backfired spectacularly and the Australian Government sacked the Chief of the Defence Staff for unauthorised unilateral action (a likely story, but I had fun with the cabinet meeting).
  • Korea was interesting. The South Koreans made wooing North Korea their main effort. We made it as hard as possible for that to succeed without looking like we were being mean. Their dogged determination was eventually fruitful and by the end of the game they were discussing reunification talks having signed a peace treaty two years into the game.
  • Japan clearly had secret deals going with the aliens, although I was only aware of this because of the way they behaved. They stopped whaling and also stopped intercepting UFOs with their SIFs. This didn’t stop another group of aliens from destroying Tokyo by bombarding it with plasma from low orbit almost at the end of the game.
  • Indonesia fell apart, it was small and poor, lost a SIF early on and seemed to be the focus for alien attention (they built a base there). When the government eventually lost the confidence of its supporters it triggered a civil war with the alien intervention splintering their armed forces. This was rapidly won by an international coalition that supported the new government.
  • The Australian SIF teams were spectacularly successful, some of this was luck and some the judicious upgrades of their SIFs (there were four or five of these most of the time). Most turns they had two or three successes, this kept their PR track maxed out, which meant they had the money to invest in more stuff.

The Mechanisms

As always it took us a couple of turns to get our heads around how best to run the map, but seeing as the players have exactly the same problem this is usually managable and so it was this time. We managed to evolve a system that worked for us and helped us get through dozen UFO interceptions in the later turns.

  • money for PR was put on the PR track at the start of the map phase when the military players were paying to activate SIF & agents
  • we did interceptions serially, starting with the SIF with advanced tech (not weapons), then those from the country closest to the interception point, but sometimes randomly
  • when an interception was successful we gave the player the card to leave on their PR track so that we could tot up the PR score afterwards
  • each SIF was returned to either the ready or damaged box as appropriate as soon as the card was revealed (destroyed to control)
  • where Aliens deployed a PAC we made it fight every SIF until it was damaged or driven off

Other things we found

  • there weren’t enough SIF models for the turnover
  • ditto the upgrade stickers & national flags
  • chits for UFOs don’t work, the players missed some when intercepting (even with mass UFO incursions there were still more SIF than UFOs)
  • we ran out of alien tech cards (but to be fair I think we had more than our expected share of alien action)
  • a copy of the detailed turn sequence would have been useful as a playsheet
  • using business cards for money was inspired
  • keeping up with other controls was really hard, I gave up eventually but it would have been useful to have had phone numbers for alien control or a liaison point
  • SIF & unit upgrades need a better mechanism, there needs to be a token exchange that allows regional map controls to upgrade units with the confidence that the corporate players have actually paid to produce the upgrade.
  • ditto a track on which science benefits have been used on keeping the terror track down. I largely relied on memory but this could have been a visual so that the players could see it.

If you were there, then leave me a comment with your story, or link to your blog post, write up, twitter or whatever.

Other Megagame Watch the Skies 2 Reports

Edit: Some other blog posts about the game

Edit 2: A couple more, and there are also some in the comments.

Player Perspectives

Game Control

Release! A game about building software

I got my kickstarter reward from funding Release! The game arrived the other day, I’ve not yet had a chance to play it but I thought I’d share these photos with you of the box and it’s contents.

image

image

Game Blurb

RELEASE! is a light card game about software and the people who make it.

It takes modern development methodologies and crams them into a trick taking card game that is fast paced, easy to pick up, and has a lot of room for strategy.

The Kickstarter edition contains the base game and 14 new plug-ins and expansions.

What’s in the box?

Lots of stuff, mainly game cards, some notepads for recording your score and bits to keep the expansions etc separate. Here are some pictures.

The contents of the Release! box spread out
The contents of the Release! box spread out

 

 

 

 

 

 

 

 

 

 

 

Close up of a handful of cards from Release!

Close up of a handful of cards from Release!

 

 

I funded the kickstarter because not only do I like to play games, but I get involved in developing software at work. Some of the example cards above are ones that I’d like to play on people at work when they get out of hand…

How to Play

The guys that produced the game have put together a video of how to play the game.

As well as the lovely pre-done box you can also download a PDF of the game for free. You can then print and cut your own cards. Useful if you just want to expand the game or you would like to see the details before you buy. Worth a look.

L/Cpl William Kemp – Killed in Action

Cutting Wm Kemp KIALance Corporal William Kemp of the 2nd Scottish Rifles was killed in action one hundred years ago.

I grew up seeing his name on the local war memorial, as did my father who was also named William Kemp. My dad was keen on family history, he could tell me all the living relatives and knew their exact relationship to us. He believed that all the Kemps in the Old Kilpatrick are were interrelated. So I’ve always seen L/Cpl William Kemp as part of my family, even though I cannot directly connect him from further research.

William was almost certainly a regular soldier before WW1, either that or a recalled reservist. The Scottish Rifles were a regular battalion and started the war in Malta. However they were recalled and sent to France arriving in November 1914. William’s Medal Index Card shows that he arrived in France on 5th November 1914. It also records that he was killed in action.

I’ve tried to find the war diary for 2SR but it isn’t available online and I’ve not been able to go to either the PRO in Kew or the Regimental Museum in Lanarkshire. So I don’t know what was going on in early January 1915. Mostly likely it was routine in defence.

The newspaper clipping comes from the Lennox Herald which my mother found in the archives in Dumbarton Library.

East End Explosions

I’ve been exploring the world of Perfects with some friends by running a roleplaying session with the Full Moon games group playing the senior officers of a police counter-terrorism group. More details on Operation Hawkeye. I couldn’t resist writing some press stories as a result of the session.

20440421 Terror RaidEast Ended!

Brave cops foil GM terror group in dawn raid.

Silverton residents were woken by automatic gunfire and a bomb blast as terrorists fought off a police raid. Brave officers stormed through a hail of fire to take out the terrorists. One terrorist was confirmed killed by police, although not before two officers were wounded. Another is believed to have blown themself up in a suicide bombing.

Commander Coalfield, the Counter Terror Chief, called on citizens to lookout for accomplices to the GM terrorists that may have escaped.

Forensic teams are scouring the scene for clues to where the explosives and firearms came from and any evidence that will keep the suspects behind bars.

Silverton Siege

[TV report – starting with a press conference with a senior female police officer in her early 40s]

Commander Coalfield “Acting on confirmed intelligence officers of CT conducted simultaneous raids on properties in London, supported by other emergency services and the Metropolitan Police Service. The intelligence received indicated that a group of genetically modified individuals were planning a terror campaign in central London in an attempt to over-turn the provisions of the Genetically Modified Humans Act. This campaign was intended to intimidate ordinary people as well as Members of Parliament.

Our sources suggested that the group in question were well funded and had secured weapons and know-how from overseas. We therefore acted promptly to deal with this threat. My officers were just in time, and we discovered an armed terror cell of genetically modified individuals in the process of preparing for an attack. On gaining entry to the house armed CT officers were met by automatic gunfire. Undeterred they pressed home their entry, which resulted in several officers becoming casualties. Some of these casualties were caused by a suicide bombing, we know from studies that the genetically modified are prone to suicide.

[cut to helmet camera footage from a police officer in the entry team]

[Police Drones drop to window height, switch on bright lights and the speakers blast “POLICE – LIE DOWN AND STAY STILL” on a loop. Two officers pound the door open with an entry e. A tense moment passes as the door initially resisted being opened. Immediately between the camera and the door opening team are a constable and an officer with Chief Inspector rank insignia on the rear of the helmet.

The door opens and the constable and the Chief Inspector rapidly enter. Shots ring out and the leading constable falls. The group pause just inside the doorway, more shots are heard. Two flashbangs are thrown into the next room.

Seconds pass, then two loud bangs. The Chief Inspector leads through a hail of gunfire, to camera police officer falls in the doorway. The view cuts to another camera, the Chief Inspector is seen to fire twice as the terrorist brings the weapon up. Then the ceiling collapses. ]

[Back to the press conference]

Fortunately our officers were all well protected and three of the five are expect to return to duty very soon. Two others remain in hospital under medical supervision, both are expected to make a full recovery. One terrorist was killed, we believe another blew themself up and we have three others in custody. It is possible that they have accomplices in other locations and I am calling on the public to remain vigilant and report suspicious behaviour immediately.”

East End Explosionsnewspaper

Police released dramatic footage earlier today of the raid on an East London property where a terror cell was caught red handed preparing an atrocity. The first police officer into the terraced house was felled by automatic gunfire, an un-named Chief Inspector braved the hail of fire to shoot the armed terrorist. Moments later another member of the terror cell detonated a suicide bomb they had been preparing for Central London, taking the roof off the house and setting it on fire. A second armed terrorist also fired on officers entering from a different route.

Five police officers required medical attention. Three terrorists are in custody. It is thought that there may be other members of the terror cell and the public are asked to keep a careful watch for suspicious activity.

The National Police Counter-Terror Commander, told a press briefing that the attacks were an attempt to over-turn the Genetically Modified Humans Act. Two of those in custody have already been confirmed to be genetically modified and tests are under way on the others involved.

The scene at the house is one of utter devastation, two blasts are understood to have ripped through the house. The first in the attic space which police have confirmed was from a mix of high explosives and at least one incendiary device. A second later explosion is believed to be a residual gas explosion from damaged pipes set off by the fire. Both neighbouring houses were also damaged and the residents have been evacuated. Police forensic teams are still on the scene and are expected to remain for several days.

Book Review – Fatal Choices by Seth Owen

Fatal Choices: Wargames, Decisions and Destiny in the 1914 Battles of Coronel and FalklandsFatal Choices: Wargames, Decisions and Destiny in the 1914 Battles of Coronel and Falklands by Seth Owen

My rating: 5 of 5 stars

I backed the Kickstarter campaign and got both the ebook and the paperback version of this as well as some pre-cut counters for playing the scenarios.

The book is a fascinating tour of the what if as well as the real history. It takes us through the technical and political backgrounds of both sides, the vessels and the commanders. Owen explains why the situation was what it was, why the protagonist navies had chosen their strategy and how they had got their ships on station when the first world war started.

Map showing British and German ships and movem...
Map showing British and German ships and movements at the Battle of Coronel, 1 November 1914. (Photo credit: Wikipedia)

Each of the battles is presented as a playable scenario, with basic rules in the annex and some counters (I got the pre-cut set as part of the Kickstarter, but the book has a copyable annex). In addition to the house rules in the book there are also suggestions for how to play the game with a couple of other popular sets of naval wargame rules.

Doing this allows readers to understand how much leeway the real result had, what was inevitable, what was plausible and what was bad luck or poor judgement. The factors affecting this are also explained in the text. For example British gunnery was poor, most of the sailors were reservists recalled at the outbreak of war, so they were out of practice and many unfamiliar with the kit installed on the ships. They were also scratch crews and hadn’t had much time to practice together.

This is so much more than a history, it offers an insight into how and why the events in the South Atlantic and Indian Ocean turned out the way they did.

View all my reviews

World Building – Towns and Villages

One of the things that I often do when I am writing a story is to sketch a map of the area where the story takes place. This helps me to visualise what the characters will be able to see. The thing is though, you can’t just bang down stuff randomly (well you can, but it isn’t realistic – you want your world to be realistic don’t you?)

How settlements form

Typically people build houses where there is shelter from the elements, adequate supplies of food, water and fuel. They also like to build them in easily accessible places for the most part. All villages and towns grow from farmstead, places a farmer, and his family, decided to settle.

However not all of these farmsteads ends up as a village. There are loads of outlying farms in populated countryside, some of them are ancient or at least built on the remains of an ancient farm. What distinguishes those that get bigger?

There’s an element of luck, but mainly it is because they either have an abundance of some resource or they lie along a convenient route. Trade is the reason most of our towns exist. Certainly this is true of the most ancient ones. There exceptions to this, but these tend to be modern capital cities (Washington DC being an example) or new towns intended to displace people from densely populated inner cities (like Milton Keynes, or Cumbernauld).

Villages

Look closely at the next handful of villages you drive through. There is a clear difference between an extended farm

English: Corfe Castle Village Square This is t...
English: Corfe Castle Village Square This is taken in the Square, looking west towards the National Trust shop and the war memorial in the centre of the Square. This is now used as a roundabout for the village traffic as well as a seating area for the tourists (as depicted by the photograph)! The National Trust shop is located in the village as the castle is a National Trust property. (Photo credit: Wikipedia)

with houses for the labourers and a proper village. Villages tend to have a focal point, usually a green space, but sometimes a market square. Modern villages still have them, there will be an open area possibly with a children’s play area. Around this there will be a Church, possibly a pub, a shop or two and often a war memorial. Even if there isn’t an open area there will be a cluster of the Church (with graveyard), a pub, shop and war memorial. These will be surrounded with houses, perhaps along a single linear road. If there is a second cross road this may also have houses along it. The cross roads (sometimes a Y) will often run on two sides of the Church, or the village green if there is one.

Optional extras, depending on the size of the village

  • village hall (needs about 1,000 residents to be viable);
  • school (needs a couple of hundred kids aged 4-11 within five miles to work);
  • more shops and pub (scale up shops per 200 inhabitants, and pubs per thousand);
  • larger villages have more streets, keeping everything within minimum walking distance.

Of course when you are world building for a story you make the village suit the narrative that you are conveying. It doesn’t really matter if the shops, pubs or anything else is economically viable. If you need an internal rivalry then two pubs might be a way to do it. If you need a football team, or a Women’s Institute then write in the Pavilion and pitch, or the village hall or whatever you need.

Communities

A key feature of villages is that typically people know who there neighbours are, and in the smaller more settled ones far outside the commuter belt, the lineages of all the residents. Or at least some of the inhabitants know all of that. This can be a feature for interesting stories. The other thing that happens in these sorts of communities is that the smarter kids leave for university and jobs in the big city. Some of the others join the services (including some of the smart ones) and go away that way. Often they reappear later in life, retired in their forties, or professionally qualified as the local GP, district nurse, solicitor, entrepreneur, mechanic. A good way to bring people in without having to make them complete strangers to the rest of your characters.

Towns

English: Wigtown market square gardens. The ga...
English: Wigtown market square gardens. The gardens in the market square with the town hall in the background. (Photo credit: Wikipedia)

Towns are a whole different order of magnitude different. They don’t scale into villages, there is a sort of multiplier effect with proper towns. Almost every old town that I have looked at, and I do pay attention on my travels, is based around a market, and very often also a river crossing.

Towns tend to be on the nexus of trade routes, and they draw in people from surrounding villages for markets and also specialised trades. As well as being bigger than villages, especially with the tradespeople, they also have a lot more in the way of amenities. There will be a square, with a town hall of some sort on it, and often also a church. In many modern towns the square has been infilled, usually with parades of shops, descended from the market stalls that once stood in the same place.

Like the villages the towns are often formed around a cross roads, this can be two sides of the main square, or sometimes they join at one end of a widened high street and then split out after the shopping area (Reigate in Surrey does this, the A25 and A217 being the primary routes).

Another key feature of a town, other than being astride a trade route, is that it tends to have an abundance of something useful (or it did have in its early days). This could be something simple like weavers in a sheep farming region, or a watermill in an arable area. There ought to be something. This might not matter to your story though and you don’t need to worry about it much. However it could also be useful as a hook, or a clue.

How I draw maps

Firstly I think of the sort of place that I need for my story, and the key locations I need it to have. Once I’ve listed those out I get myself a blank sheet of paper (although I do sometimes use squared paper).

Pencil usually starts with some outline topographical features (which way is uphill, where are the water courses).

Then I put the focus of the village/town on the map, along with some routes. I see this as growing the town organically.

Next down are the key locations I need relative to each other. I then fill in the gaps between them with the other necessary parts of the village/town. i.e. the pubs, shops and civic amenities. If it is a mediaeval walled town then I add these in now as well. If there is a need for industry I also stick that in too.

Lastly I add in some houses for the people to live in, making sure to put the bigger ones upwind of the town (the richer districts of towns/cities tend to be upwind on prevailing winds because the rich folk can afford to build where the air is sweeter). I try to put in at least one building for every ten inhabitants, in modern times maybe two to three times that much, we live much less densely these days, even though there are more of us.

Book Review – Lion Rampant by Robert Woollcombe

 

A motorcycle and infantry of the 2nd Glasgow H...
A motorcycle and infantry of the 2nd Glasgow Highlanders, 46th Brigade, 15th (Scottish) Division, advance along a lane near Caumont, (Photo credit: Wikipedia)

Lion Rampant by Woollcombe Robert

My rating: 5 of 5 stars

The author was a platoon commander in Normandy (going ashore on D+8) and then a Company 2ic from the breakout until the end of the war (although with six Company Commanders in six months he spent almost as much time in command as any of the ‘permanent’ OCs). He served with a battalion of the KOSB in 15th Scottish Division in 1944 & 1945.

Like all first hand accounts it has a certain pathos to it. Detailed descriptions of people and his interaction with them, like the young sniper he shared a slit trench with under fire in Holland for six hours until the other older more experienced member of the sniper team comes to meet him. Later only the older man returns from the patrol, although the enemy sniper was dealt with too.

If you want to know what infantry life was like then this is worth reading. There is a high level of personal detail, especially of a the author’s first battle experiences in Normandy and of his last where he talks about fighting in an urban area against German paratroopers on the Dutch/German border. There are no feelings spared, the horror and sights and smells of modern war are described. Some of the battle passages are not for the faint of heart.

View all my reviews

face to face game design, war, politics, history & science fiction gaming from two player to megagames!

Follow

Get the latest posts delivered to your mailbox:

%d bloggers like this: