Tag Archives: game design

The Stress of Battle – Part 3 – Op Research on Terrain Effects

504th Regiment, 82nd Airborne troops advancing...
504th Regiment, 82nd Airborne troops advancing through snow-covered forest during the Battle of the Bulge (Photo credit: Wikipedia)

This is the third part of my extended review of The Stress of Battle by David Rowland. It is such a strong piece of operational research that I thought that it would be useful for wargame designers (and players) to understand what the research evidence is for what went on in WW2 battles.

Fighting in Woods

The data comes from an analysis of 120 battles that took place in woods or forests from the US Civil War to the Korean War. It also applied all the things from the previous research and tried to see how woods differed from combat in other types of terrain.

Woods Open Urban
Attacker casualties per defence MG (at 1:1 force ratio)

0.818

2.07

0.76

Force Ratio Power Relationship

0.418

0.685

0.50

  • Defence is less effective in woods, most likely because limited fields of view mean that the engagement ranges are shorter
  • Combat degradation is greater in woods during night battles
  • Artillery suppression is less effective in woods (presumably because the trees absorb some of the shell splinters)
  • Attack casualties reduce with attacker experience (after ten battles attacker casualties are half of that of inexperienced troops)

Continued in Part 4 – Operational Research on Anti-Tank Combat

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Stress of Battle – Part 2 – Op Research on Urban Battles

Belgian soldiers during an exercise
Belgian soldiers during an exercise (Photo credit: Wikipedia)

This is the second part of my review of The stress of battle: quantifying human performance in combat by David Rowland, which is an essential piece of Operational Research on WW2 and Cold War combat operations.

For this part I thought that I would focus on the lessons on urban battles. Rowland and his team used historical analysis on lots of WW2 urban battles and then compared this to a series of field trials using laser attachments to small arms and tank main armaments in the late 1970s and early 1980s.  The approach was to find battles where single variables could be controlled, and then use them to work out what the effect of that variable was on outcomes.

Here’s an interesting table on how attacker casualties vary by odds and the density of defending machine guns. Interestingly, in successful assaults the defender casualties are constant.

Force Ratio Attack Force(100 man Inf Company in Defence) Attack Casualties        (killed and wounded) Defence Casualties (Killed, POW & Wounded)
1 MG / Section 2 MG / Section

1:1

Infantry Only

16

24

80

3:1

Infantry Only

27

40

80

1:1

Heavy Tank Support (no def AT)

3

12

80

3:1

Heavy Tank Support (no def AT)

5

20

80

1:1

Trained attack – infantry only

8

12

80

1:1

Trained attack – Heavy AFV support

2

6

80

The interesting thing for me is that training/experience counts for a lot, halving casualties. Also attacking with the conventional 3:1 odds for success increases the casualties that you suffer, without having any appreciable difference in those inflicted on the enemy (although it does make it more likely for succesful attacks with untrained/inexperienced troops).

English: Cilieni This is a fake village that i...
English: Cilieni This is a fake village that is used for training for fighting in a built up area (FIBUA). The village has been named after the adjacent river, and all the street names are in Welsh, although it is most representative of an East European village. This area is not often open to the public. (Photo credit: Wikipedia)

Adding armour support makes a huge difference too. Although tanks in urban areas are more vulnerable if they lose their infantry support. However with infantry they significantly reduce attacker casualties.

  • Defence experience gave no detectable benefit to causing casualties, but attack experience does (in urban combat)
  • typically three times as many defenders will surrender (some wounded) as are killed or withdraw, the only sensitivity on this is being completely surrounded (so 20% dead, 60% captured (incl wounded) and 20% withdraw);
  • attack casualties are less affected by force ratio in urban attacks than in open counrtyside;
  • successful defence of urban areas is best achieved by light defence with counter attacks supported by armour

Rubble & Prepared Defences

This another area covered. There is a general increase in attacker casualties by about 50% when defenders are in rubble or prepared defences. The primary effect of rubble though is to slow down rates of advance.

  • Rubble halved the rate of advance compared to undamaged urban areas
  • maximum unopposed advance rates were about 800 metres per hour in urban areas (400m/hr for rubble)
  • Opposition slowed the advance by a factor of 7

An interesting aside on this was the relative effectiveness of different types of German Infantry. Parachute troops and Panzergrenadiers were reckoned to be tougher opponents than normal infantry. However the analysis showed that the extra stubbornness was a factor of the higher than normal allocation of MGs to those troops. The rate of attacker casualties per defence MG wasn’t significantly different.

Continued in Part 3 – Operational Research on Terrain Effects

 

 

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Book Review – The Stress of Battle by David Rowland (Part 1)

Real shooting tactical exercises in Smardan sh...
Real shooting tactical exercises in Smardan shooting-range with the 100 mm anti-tank gun M1977. (Photo credit: Wikipedia)

Not exactly a book review, more of a synopsis of a great work of Operational Research by David Rowland. The Stress of Battle: Quantifying Human Performance in Combat is the end result of years of work by David Rowland and his team at the Ministry of Defence. Rowland was the father of historical analysis as a branch of Operational Research.

This particular work looks at a combination of field analysis experiments in the 1980s using lasers, well documented WW2 engagements and a handful of battles from other wars. Almost every page in it is packed with evidence or explanations of the complex methodology used to ensure that you could get controlled results from an otherwise messy and chaotic environment. If you are playing or designing wargames then this is one of the books that you absolutely must have on your book shelves (and have read too).

When I was reading the book I was often underlining or marking sections with post-it flags. In particular I drew the following interesting snippets from the book:

  • Tanks suppress defenders, but you need at least two tanks per defending MG to have any effect;
  • Combat degradation is about a factor of 10 compared to performance on firing ranges
  • Anti-tank guns focus the attention of tanks from suppressing MGs, and the bigger the anti-tank gun the more attention it diverts (unsurprisingly);
  • Fortifications & obstacles (i.e. properly prepared defensive positions) increase defence effectiveness by a factor of 1.65;
  • In defending against a 3:1 attack, the average rifleman will inflict 0.5 casualties on the attackers whereas a MG will inflict 4 casualties;
  • 1 in 8 riflemen will cause 4 casualties, and the other 7 none;
  • MG equivalents for casualty causing are: 9 rifles = 1 MG; 1 medium mortar (81mm) = 3 MG;
  • Combat effectiveness grows with experience, improving the casualty exchange ratio;

This is just a taster of what the book contains. Really worth reading. Not only that it is fantastically well illustrated with loads of graphs, diagrams and pictures from the field exercises to illustrate the points in the text.

Continued in Part 2 – Operational Research on Urban Warfare

 

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Games on COIN

This post is prompted by an excellent post by the guys at On Violence. You should read Capturing Australia! COIN is Boring Pt.3 to which this was my belated comment.

McCormick model of insurgency
McCormick model of insurgency (Photo credit: Wikipedia)

My apologies for coming late to this one, I’ve been on leave for a couple of weeks now and being spending time with the family.

I’ve been interested in designing a counter insurgency game since the mid 1990s. The original trigger for my interest were the decolonisation conflicts of the British Empire. This wasn’t a board game, nor a computer game. The group I belong to designs face to face games for multiple participants, a bit like the sort of command post exercises those of us who’ve done some military or civil contingencies time would recognise.

I never ran the decolonisation game that prompted this, it needed 20 players, which was too many for the free venues and too few to make it economic in the hired halls. However there were a number of spin-off games, including a look at the Palestine/Israel insurgency in 1945-48; Malaya in the 1950s and Aden in the early 60s.

By the time I’d looked at those traditional insurgencies we got into the Iraq and Afghanistan wars. My most recent attempt, which sort of almost counts as a board game (it has a map, which is really only for flavour) looked at the experience from the point of view of the Afghan farmers, and the drivers that took them to insurgency (or not as the case happens). I ran it twice, both times with someone who served in Afghanistan as one of the players.

I come at all this as a hobbyist. I make the games I’d like to play but cannot find commercially. The same is true of the people that I play with, we form a community of game design activists. (Chestnut Lodge Wargames Group, mainly in the UK). Over the years I’ve played games as both an insurgent and a counter-insurgent. They hold a lot of game play and interest. However a lot of it defies easy mechanisms that you can write down on a few pages than just about anyone can understand.

Part of this is that insurgencies aren’t all the same. What works in dealing with one group might only make things work with another. You need to get inside the culture and methods of the insurgents to defeat them. Or at least that is how I read it. Sometimes it will be unpalatable for modern players to play those games, either because of a close connection with someone hurt by the insurgency, or because current moral standards differ from those of the period or culture concerned.

That said, I think it is possible to write good games about insurgency. They just need to be specifically tailored to the insurgency in question and the players appropriately briefed in advance. You also need players that will roleplay it a little rather than just play to mechanisms.

 

– See more at: http://onviolence.com/?e=739

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CLWG July 2013 Game Reports

There were five of us at July’s CLWG meeting, myself, Nick, Mukul, Dave & John. There were three game sessions presented:

  1. I went first with a two part committee game called “The High Ground” about the consequences of cheaper surface to orbit space travel;
  2. Nick presented an economics card game for educating people about markets and the effects of money and credit;
  3. Mukul’s session on the 1914 campaign on the Eastern Front.

Continue reading CLWG July 2013 Game Reports

Another side of the COIN

I ran my game of being an Afghan farmer “The Other Side of the COIN” at the Chestnut Lodge Wargames Group’s (CLWG) annual conference yesterday afternoon. This was its second outing, you can see my onside report from the first run here.

Since the last outing the game has developed further to address some of the comments that the players made then. In particular I had a set of individual objective cards to drive some behaviours and give the players something to focus on that was essentially different each time the game gets played (and also makes the farmers all slightly different from each other, there is a danger that they all do the same thing). The other advantage of the cards is that it stops a purely economic rationality setting in immediately and just converting to grow poppy (because the income levels from this are a couple of orders of magnitude higher that any other sort of crops – the real reason that the Afghans grow so much opium).

Another development was the introduction of a set of cards to represent improvements or capabilities that the farmers can invest in. for example, securing a fuel supply, or building schools etc. These were supposed to form a pyramid of improvement, in that each of the items was allocated a level, and to buy a level 2 improvement then you need to support that with two level 1 improvements. Some of the improvements had pre-requisites, but apart from that it was simply building your pyramid that counted. Each improvement had some icons on the bottom that told you what sort of improvement it was, whether it benefited the whole community or just an individual. It also told you whether or not it promoted the Islamic lifestyle and/or used fuel. The individual briefings, and the farming mechanics, remained completely unchanged from the previous run of the game. I also didn’t get an opportunity to properly document some of the changes.

The improvements were all documented on the cards I produced, and there was a price list to make it easier to know what was available. In this run of the game the valley was a lot more peaceful. We played through two years of farming and in that time two of the four played farmers decided to grow opium, one on a small scale (a couple of fields) and the other as his major crop. In addition there was a bumper crop on the first summer.  This injected quite a lot of money into the game, and so resulted in some significant improvements in the town, a new well and a Madrassa were established as well as regular fuel & medical supplies and a specialist seed supply.  A shortage of time and players meant that there wasn’t any external tension to make different decisions about things, and the local cleric focussed on good works (establishing the water supply and madrassa from the funds raised).

Lessons learnt from this session:

  • the amount of money needs some careful calculation and appropriate denomination notes produced to make it easy to count out the correct sums;
  • the farming mechanisms need to be significantly streamlined to make them work faster, and the task allocation piece removed (or at least built into other mechanisms unobtrusively) as it wasn’t a real constraint on activity;
  • I need longer than two hours to run the game, at least double that, and I also need more players, at least seven, with clearer briefing for the police and the taliban as well as an external agent to foment trouble (or be the catalyst for it);
  • the mechanisms need to be properly collected into a well signposted reference document, ideally quite short. There also needs to be a revision of the play aid for farmers to put all the key mechanics on it.
  • I need a mechanism (or at least a trigger) for involving external authority in the area should there be a widespread growth of poppy. So some research on the eradication programmes and their timings would be useful.

Related articles

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The Other Side of the COIN

Today was the September CLWG meeting. My game used the whole session and was looking to explore some of the things that might drive farmers to becoming insurgents in modern Afghanistan. I’m not quite sure that I achieved that, but it was a fun session and mostly worked as a game, although the economic model was quite broken. I’ll leave it to some of the players to tell us the story of what happened. I had Jim, Mukul, Dave & Daniel as ordinary farmers, John R was the leading farmer and the acting Governor of the valley (not that he managed to persuade the others to do what he said much). Nick Luft was the local Chief of Police and Rob Cooper was the local cleric, and also a Taliban representative.

On the whole the things I learnt from today were:

  • this is a game that probably works better in an annual turn basis rather than trying to do monthly real time, the agricultural decisions can be made quite rapidly and it is just a distraction to try and string it through the game. Also the turn based structure makes it easier for a single umpire to keep everyone at the same point in time.
  • – I need to indulge in quantitative easing, or alternatively sort the economic system to make it easier to scale things up from basic subsistence farming to full on agriculture. So things to look into are the rate at which more land can be brought into production, and reasons why the level of productive land is so low. I also need to look at a valley wide weather effects as well as the localised stuff. That way there is a higher community effect as all the agriculture is co-dependent.
  • Another things is looking at the relationship between the town and the farming hinterland. There needs to be a a two-way relationship, the town needs the food the farms grow, and the farmers need the services the town provides. Some thoughts in the post-game discussion were around levels of infrastructure in the town being necessary to support some of the things that the farmers might want. e.g. needing mechanics to support tractors.
  • consumption from the farmers could be delivered by a range of quality of life indicators, perhaps allowing for a tension between the Islamic and non-Islamic natures of some of them. So there could be an ‘easy’ western track and a more ethical Islamic track. Either way some sort of geometric progression would probably do it and also give the players some sort of indication of how well they were doing compared to the others.
  • there is probably a triangle of technology, belief & opium that can be used to give specific flavour to the game, and perhaps also draw out the conflicts in a more three dimensional way.
  • – I could also give players a qualitative objective or attitude to help them along with decision making and getting into character. E.g. go on the Haj, or an admiration for motor vehicles.
  • – there need to be more women to make more scope for marriages to take place.

Generally there is a lot of streamlining that I can do, which will improve the game. Much of this is pretty obvious from the tryout and not much needs to be said, stripping out some of the layers of complexity and perhaps ignoring the task allocation part of the game except for those that have roles that might change during the course of the game. Also perhaps having a slightly different family tree style approach to the record keeping. You’ll see how it changes by the bits that get posted up on my website at http://www.full-moon.info/doku.php/rules/clwg/coin

And a final governing thought in streamlining things is to keep Jim’s question in mind. “Why is this Afghanistan rather than Ambridge?”

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Thoughts on an Insurgency Game

An article I read in the New Scientist on why people got involved in the civil wars in the former Yugoslavia triggered some ideas about trying to run a game about the locals caught amidst an insurgency campaign.

Farming Today, Fighting Tomorrow?

This is a game to explore why people become insurgents (or perhaps not). Most of the players will be tribal elders leading their group of peasant farmers and directing their decisions about what to grow where and making sure that they can feed themselves and afford to buy the things they need to improve their lives and farms. Loosely set in modern Afghanistan I’ve taken huge liberties with the agrarian system and abstracted it to a level that can play through years in minutes. However I want to play on an event based accelerated real time basis through a period of a few years with a semi-kreigspieled combat system (should that even be necessary).

I think it would work best with about four local players, plus a couple of military players (1 ANA & 1 NATO) and perhaps another umpire to assist. At a minimum we can probably do with three players and me and I’ll plumpire the military side. If turnout was good I think that it could absorb a couple more players, so 3-10 people plus me. Minimum time is probably a couple of hours and we could probably play/discuss all day if no-one had any alternative sessions.

Locals operate on the principle of “the enemy of my enemy is my friend“. Each tribe is its own group and works on a very tight knit basis, all of them having the same broad allegiance. Some sample briefing and objectives below.

Example Briefing

Your land is a war-zone. You want this to end at the earliest possible time, ideally without any further loss to your people. In fact there might well be some way that you can profit from the chaos and the reconsitrcution and aid budgets of the foreigners helping your national government. However, you need to remember that you will continue to live here with the people once the foreigners have gone home, and you need to make sure that you avoid making enemies of those that will also remain here as much as possible. If you do make some enemies, then you need to either make amends, or get some powerful allies.

 

Objectives (in order of importance)

·        maintain the prestige and standing of the tribe

·        be pious and well respected in the community

·        add to the holdings of the tribe and their prosperity

·        increase your tribe’s share of local position

 

Some mechanism ideas

There needs to be a table showing the contribution to being self-sustaining from the point of view of livestock owned, fields farmed (depending on size and crop grown), and cash spent. If there is insufficient food then accrue a hunger marker and if too many hunger markers then someone may die. This might well be in the gift of the player controlling, but perhaps not.

 

Tribes will have resources in the following terms:

·        cash (measured in dollars)

·        fields (different areas, but perhaps all a standard fertility level)

·        livestock (unspecified number of animals)

·        food stocks (unspecified but enough to negate a hunger marker per unit)

·        small arms (a measure of how many men can be equipped)

·        heavier weapons (RPGs, machine guns, etc)

·        vehicles (only motorised, ignore donkey carts etc)

·        men (probably in some broad age groups – teenagers, unmarried men, husbands, fathers, grandfathers)

·        women (unmarried & married is probably enough, but perhaps grandmothers also)

·        children (male/female in 0-5, 6-10, 11-14) – maybe too much complexity

 

Crops

very abstract, three types of growth

·        food (both human and animals)

·        cash crops (gives money rather than food, but could be food at a pinch)

·        illicit drugs (gives money, definitely not useful as food)

 

[poss crop yield of 5 tonnes of food per acre]

 

[poppy gives 3-5kg per acre, profit margin is 50-100 times that of surplus food, and about ten times that of other cash crops. In 2002 the farmer got $300 per kilo, the traffickers out of Afghanistan got $800 and it had a street value of $16,000 in Europe. Raw opium is bulky and jelly like, a basic lab (which could be in a field) can convert it into morphine base which can be dried and converted into bricks for easy transport and storage. ]

 

I need to go and do lots more reading around this to see if I can get enough info to run a realistic game.

 

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Inspiration – Glencoe & Dinosaurs

Map in English of Scotland This is a lighter r...

Image via Wikipedia

Today has been an unusually inspiring day, I had two separate ideas for games both of which I reckon could be pulled off in the space of a couple of days basic research and writing briefings etc.

Tracy & I both woke up early and we got a couple of hours to do things before Alexander surfaced at the rather late (for him) 9am. In that time I unusually got to watch some TV of my own choice.

Glencoe

The first idea came from a programme on the freeview channel ‘Yesterday’ about the Glencoe Massacre (or more accurately the events leading up to it and the aftermath. This is the follow on to the two games I’ve done about the revolution in 1689-90 in Scotland. There was a meeting between Albany and the Highland Chiefs where two secret treaties were agreed, one for each of the Kings! It struck me that there was huge potential for one of CLWG’s traditional double dealing and money making deals in this. So much so that I went and checked my bookshelf to see if I had any books on the subject, but it was a bit thin. So I ordered the John Prebble book on the subject Glencoe: The Story of the Massacre from Amazon.

Dinosaurs

20140624_103621I was going to offer that as a session at the CLWG Christmas meeting until I got my second sleet of inspiration later on. After dinner Alexander decided that he wanted to watch a movie about dinosaurs, so we got to watching Jurassic Park III. This set the brain cells firing again, and I got to wondering what the Government reaction would most likely be to the news of the first Jurassic Park. The game idea is that I will brief one player to be the CEO of a corporation that has built the dinosaur safari park on an island offshore. The other players will be the various Government Ministers and officials. Depending on their reaction we might re-role and widen to take up other national government roles, and perhaps even military roles. Anyway no doubt I will do a little more on this as I get on with writing it up as a game.

CLWG Games Weekend 2007 Reports

Some reports from the Chestnut Lodge Wargames Group (CLWG) games weekend.

Siege of Yendor Tryout

Jim put on a session to try out the mechanisms for the upcoming megagame. We spent some time trying to bring down a section of wall, and also seeing whether or not it was possible to directly assault the wall without first undermining or demolishing it.

Jim’s Breeding Idea

This was a design session rather than a game, but we gave it a good go none the less. Jim had come away from the Light of the Trees megagame with an idea that it ought to be possible to do a sub-component of a game about breeding heroes using some real genetics theory. The main aim was that, like in real life, the players managing the breeding programme wouldn’t actually know what the actual genetic make up of their characters were. Over time those players that were keeping an eye on things and using the evidence that they were accumulating would be able to make some educated guesses about the best pairings that would drive their breeding programme in the direction that they wanted to take.

We all started off with a single individual each, although without worrying about whether that individual was male or female (as this was thought to over-complicate things). The idea was to work with a bloodline rather than a series of individuals, although each generation would be split into separate individuals representing the main lines. This was felt to be necessary to allow the breeders an opportunity to selectively breed those with the correct traits with individuals from the other bloodlines.

The fact that we rapidly bogged down was fairly predictable as we tried to track several individuals. There was a fair amount of mechanical detail involved in generating the offspring as well as the players not having enough information to make good decisions about which individuals to breed with which others. There would have been a better handle on it if we’d played out a bit more of the game before moving into a general discussion of the issues, approach and suggestions of how it could all be achieved.

As a design session it was very thought provoking, and I carried on thinking about it for almost a whole week, on and off. Jim’s conclusion from the session was that it probably wasn’t practically possible to achieve what he set out to do. At the time I would have agreed with him, but a few days of thought have changed my mind on that.

I come to this with more than a smattering of background, I studied “Genes, Organisms & Evolution” as an undergraduate, the course forming a major part of my degree. That said I’ve forgotten most of the detail in the intervening 15 years since I graduated. However the text books are still on a bookshelf nearby.

I think that the general premise that Jim was trying to attain is a sound one and that with some streamlining and appropriate background that it can be achieved. The key is to stick with Jim’s bloodline idea and not get drawn into dealing with individuals, except where heroes or other primary characters are required, and these Heroes should have nothing to do with the breeding stock, although their characters will be determined by it.

The key assumption I am working on is that that this is a sub-component of a game that plays over generations rather than a game in itself. As part of the background the designer of the main game needs to make some decisions about how many characteristics need to be tracked, whether these have any inter-relationship or are independent and also how often he wants particular characteristic levels/attributes to feature.

For example let us assume that a game designer wants to track both personal bravery and intelligence in the hero bloodlines. He might decide that these will not be related to each other. For bravery he might decide that there are four possible states, Heroic (no morale required), Brave (positive modifier to morale), Normal (no modifiers) and Cowardly (negative modifiers). Of these outcomes he might want Heroic to be quite rare, Brave to be common but not a majority, Normal to be the majority position and Cowardly to be less common than Brave, but more likely than Heroic.

Taking the assumption that bravery is a hereditary characteristic how does this translate into genetics?

Well you could specify three variants of a bravery gene (alleles are they are known), H, O & C. HH would be the Heroic types, HO the brave, OO and OC the normal and CC & CH the cowards. In these cases the H allele is recessive (so only those with two copies are heroic). The C allele is also recessive, but dominates the H allele. The O allele is dominant over C but not over H.

This takes you into a method of at least allocating a characteristic based on genetics, but it doesn’t address either simplicity of recording it nor of proportions. Not all genes are evenly distributed in the population. Those that confer survival advantages propagate more widely and those that lead to disadvantages rapidly leave the gene pool.

In this case you would expect O & C to be widely distributed, possibly equally. H is likely to be less frequent as though it confers an advantage when hunting it becomes much less advantageous once farming is available, and in fact becomes a positive disadvantage over time. If 10% of the population carried the H gene then 1% (i.e. the proportion with two copies of it) would be heroic. If the O allele was 50% of the population and the C allele the remaining 40% then you would have a distribution as follows:

H (10%)

O (50%)

C (40%)

H (10%)

1 (Heroic)

5 (Brave)

4 (Cowardly)

O (50%)

5 (Brave)

25 (Normal)

20 (Normal)

C (40%)

4 (Cowardly)

20 (Normal)

16 (Cowardly)

Heroic

Brave

Normal

Cowardly

1

10

65

24

Let us also assume that there was a decision to track intelligence as a numeric score also with three alleles generating a score when summed. The alleles being 0, 1, 2. These would be distributed as 10%, 80%, 10% in the general population.

Tracking Bloodlines

The method I thought you would use to track each bloodline is a table with each of the attributes to be tracked down the side and the alleles to be tracked along the top. Each allele would have a score between 0 and 10 to show its relative proportion in the population of the bloodline. An example of this is shown
below.

Bravery

H (r)

O

C (r)

Bravery alleles

1

5

4

Intelligence

L (0)

M (1)

H (2)

Intelligence alleles

1

8

1

In each generation the player running the breeding would be given some feedback of their bloodline’s characteristics. In this case they would be told that they were of average intelligence and not especially brave. The breeder player would then make a decision about trying to improve the bloodline either from the general population, another player’s bloodline (with the specific approval of that player) or from within his own bloodline.

The general population bloodline should be determined before the start of the game and remain constant for the duration of the game. Player controlled bloodlines are very likely to change over the course of generations as the genealogists recommend good matches for strengthening the bloodline based on observed characteristics of other bloodlines.

Breeding from the General Population

There is a general assumption that there are other bloodlines that the genealogists are aware of but which are not part of the played groups. These probably represent the minor nobility or some other class that the main bloodline knows but are lower than those represented by player teams. When breeding from these it is assumed that the characteristic which is sought to be improved is always manifested in the individuals that are to be added to the bloodline for breeding purposes.

Using the general bloodline track (see example above) the umpire checks whether the person has one or two copies of the appropriate gene. In the case of characteristics which are recessive then there are always two copies of the gene. (e.g. If you were trying to breed heroes into your bloodline then you would start off with two copies of the H allele to breed in).

For each of the genes recorded (i.e. Bravery and Intelligence in these examples) you would determine which alleles were to be incorporated into the new bloodline. Roll 1d10 for the copy to be imported (except where we have previously determined that recessive characteristics give an exact gene). We’re already getting an H from the hero, we need to roll 1d10 to see which intelligence allele will be passed on. This is most likely to be an M result.

These alleles will then displace one of those in the general bloodline. If a 2 is rolled for the Bravery gene then the new H allele displaces an O allele. Another 2 for Intelligence has the new M allele displace another M allele, so no real change. The new bloodline track looks like the example below.

Bravery

H (r)

O

C (r)

Bravery alleles

2

4

4

Intelligence

L (0)

M (1)

H (2)

Intelligence alleles

1

8

1

The feedback to the player would be that the family was of average intelligence and above average bravery, although with a larger number of cowards than one would expect. (There are now 4% heroic, 16% brave, 32% Cowardly). This might prompt an attempt to breed out the cowards, harder than might appear as the C allele is largely recessive.

What this system needs is a proper game to sit within. Ideally one of dynastic succession and involving at least a bit of individual character impact on the outcomes. Sadly that isn’t something on my current project list.

Religion in ‘Hapsburg Ascendant’

Brian started off a discussion of the role of religion in games set in the 17th century, particularly his upcoming megagame. His wish was to get some roleplaying of the religious motivations that were what made the 30 years war happen and to get the players to warp their rational decision making process (if you can describe wargamers as rational) to fit the religious mindset prevalent at the time.

We had a fascinating discussion, aided by Arthur having a stack of relevant textbooks to hand in his classroom. We talked around the issues of not giving perverse incentives and not making it too easy for players to work out how they got advantages from religious behaviour.

The conclusions that we came to were that each of the major sects needed to have its own set of rules, that there ought to be a league table so that there was a visual incentive to act correctly (this being a lesson from the Sengoku megagames) and that once a defined level of behaviour had been reached that there ought to be a direct umpire driven reward for the correct behaviour. The reward needed to be strong enough to show that it was ‘God’s work’ but also not so strong that it caused problems. Also we felt that because ‘god works in mysterious ways’ that the players should not get to determine what might happen if they had their god’s favour.

Orange or Lemon? – Onside Report

This game was intended to show the political goings on in the attempt to get a revolution settlement in Scotland following on from the English parliament’s declaration of Prince William of Orange as their King in February 1689 (new style).

The game we played was a highly entertaining roleplay of some of the issues and certainly gave a good flavour and reached, more or less, the historical outcome. I certainly enjoyed it immensely, and I think the players did too.

I designed the game with almost a board game like level of mechanism for winning the support of the non-played members of the Convention (which is essentially an unofficial Parliament as it had been called by Prince William of Orange and not King James).

Almost none of those mechanisms were tested in the game we played, but it worked as a game anyway – almost a proof of the old saying that you could stick a bunch of CLWG members in a room with some game money and an a game would break out. Instead of money I gave them a map of the Edinburgh High Street and an idea. I’ll leave it to the players to tell you how the game actually went.

In terms of future development I will refine the player briefs (I was still working on these when I started the session and a couple are not yet fully complete). This will improve player understanding of the period and importantly make their personal objectives a bit more tailored from the generic ones of:

  1. Stay alive.

  2. Ensure that the clan/family remains in being and in control of its territory.

  3. Increase your/the clan wealth (either through plunder or by increasing territory).

  4. Increase the influence of Clan Cameron.

  5. Have your King accepted as de facto sovereign.

  6. Ensure that your enemy is diminished.

For the lowlanders you can replace ‘Clan’ with ‘family/heirs’. These do work, but there need to be a couple more triggers to get some of the characters to get stuck into being active. There is also a need to explain the general apathy of the population in their support for the King who has antagonised most of them in the last decade, even before he became the King.

Blitz Firefighting

An end to the weekend with an extended bout of firefighting during the London blitz. This game actually started at the same time as my session and I joined in when we’d finished playing Orange or Lemon? I ended up as one of the LFB professionals sent along to bolster the firefighting force.

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