Milimetics and Game Experience
Posted: Tue Jul 29, 2008 3:24 am
Some recent wargame experiences got me to thinking about the "geometry of wargaming" and how measuring stuff can change the game experience. And I'm curious about what others think. Here goes...
When gaming it seems that a game's measurement system and "approach" can make a game experience more fun or tedious and trying.
Example 1: My friend Mark recently ran a WWII game. It was a very pleasant experience. He uses "I Ain't Been Shot Mum" and takes a very free-kreigspiel approach. The result is a very easy going gaming experience in which we almost role-play. We do so to such an extant that even when a choice would not be the best from a purely competitive perspective we still make it (eg I decided that the company commander I controlled made certain decisions about his orders to his platoons and I wouldn't change those orders unless I thought the company CO could do so reasonably.)
When we measure in Mark's games we sort of eyeball stuff and don't really pay attention to "fractions of an inch". Nobody tries to push the limits of a shot or move and declare, "Aha! You're within 1/4" of my MG range!" If it's that much on the edge we tend to not take the shot, make the move, etc. Very relaxing!
The problem is that most games (and gamers) which use rulers/tapes/arc templates don't take Mark's easy going approach and most tradtional games become an excercise in high school geometery.
(see example 3 below).
Example 2: In my home grown rules I use 4" squares to regulare fire and movement. The elimination of rulers, tapes, and templates seems to allow players to concentrate on the game "narrarive" while still attaining a high degree of game "precision" with respect to distance, etc. The obvious limiting factor is that you need a game mat with 4" squares, but that's easily and cheaply made in about 20 minutes with a felt mat from any farbic store. In fact, I recently thought about returning to rulers/tapes and my sons strenuously objected!
Example 3: Another friend runs games attended by a very "traditional" gamer. The system uses very traditional rulers/tapes/templates. But unlike a free kriegspiel approach or the square approach the atmosphere is quite tense and there's lots of rubber-ruler antics. It wouldn't be so bad except that the approach is very hardcore in one way (things are binary and highly competitive) but always shifting (one moment an AFV is in concealment and the next the gamer declares it's not, but the model never moved!) I guess by saying "shifting" and "rubber ruler" I'm being charitable.
The experience is so trying that I would rather not play but continue to do so out of friendship.
So here's the question: Outside of a free-kriegspiel approach which really requires all gamers to be of a certain tempermate, what sort of game measurement systems have you seen which make the experience less trying and more pleasant, even among competitive gamers?
Squares/hexes are an obvious one. Broader measures are also good (eg don't take the Field of Glory approach and use 1" increments between troop types for movement! Talk about milimetrics!)
I've toyed with an increment system for tapes/rulers that uses nothing smaller than a 4" increment and only progressively larger increments at longer ranges. The idea is that it's easier to measure broader rather than tiny increments at greater distances. So, the range bands are: 4" / 8" 12" / 18" / 24" / 30" / 36" / 48" / 60" / 72" and all movement and weapon ranges fit within these bands. This is similar to FOW's approach. 40K, another highly competitive community/hobby/segemnt, also uses broad increments (as large as 6" and 12".)
I suppose that given a limited game scope approaches like Crossfire's are good too (NO rulers!).
Your ideas and preferences? Free kreigspiel only? Squares a non-starter? Give me the details no matter the cost in time to measure and triangulate arcs?
When gaming it seems that a game's measurement system and "approach" can make a game experience more fun or tedious and trying.
Example 1: My friend Mark recently ran a WWII game. It was a very pleasant experience. He uses "I Ain't Been Shot Mum" and takes a very free-kreigspiel approach. The result is a very easy going gaming experience in which we almost role-play. We do so to such an extant that even when a choice would not be the best from a purely competitive perspective we still make it (eg I decided that the company commander I controlled made certain decisions about his orders to his platoons and I wouldn't change those orders unless I thought the company CO could do so reasonably.)
When we measure in Mark's games we sort of eyeball stuff and don't really pay attention to "fractions of an inch". Nobody tries to push the limits of a shot or move and declare, "Aha! You're within 1/4" of my MG range!" If it's that much on the edge we tend to not take the shot, make the move, etc. Very relaxing!
The problem is that most games (and gamers) which use rulers/tapes/arc templates don't take Mark's easy going approach and most tradtional games become an excercise in high school geometery.

Example 2: In my home grown rules I use 4" squares to regulare fire and movement. The elimination of rulers, tapes, and templates seems to allow players to concentrate on the game "narrarive" while still attaining a high degree of game "precision" with respect to distance, etc. The obvious limiting factor is that you need a game mat with 4" squares, but that's easily and cheaply made in about 20 minutes with a felt mat from any farbic store. In fact, I recently thought about returning to rulers/tapes and my sons strenuously objected!

Example 3: Another friend runs games attended by a very "traditional" gamer. The system uses very traditional rulers/tapes/templates. But unlike a free kriegspiel approach or the square approach the atmosphere is quite tense and there's lots of rubber-ruler antics. It wouldn't be so bad except that the approach is very hardcore in one way (things are binary and highly competitive) but always shifting (one moment an AFV is in concealment and the next the gamer declares it's not, but the model never moved!) I guess by saying "shifting" and "rubber ruler" I'm being charitable.

The experience is so trying that I would rather not play but continue to do so out of friendship.
So here's the question: Outside of a free-kriegspiel approach which really requires all gamers to be of a certain tempermate, what sort of game measurement systems have you seen which make the experience less trying and more pleasant, even among competitive gamers?
Squares/hexes are an obvious one. Broader measures are also good (eg don't take the Field of Glory approach and use 1" increments between troop types for movement! Talk about milimetrics!)
I've toyed with an increment system for tapes/rulers that uses nothing smaller than a 4" increment and only progressively larger increments at longer ranges. The idea is that it's easier to measure broader rather than tiny increments at greater distances. So, the range bands are: 4" / 8" 12" / 18" / 24" / 30" / 36" / 48" / 60" / 72" and all movement and weapon ranges fit within these bands. This is similar to FOW's approach. 40K, another highly competitive community/hobby/segemnt, also uses broad increments (as large as 6" and 12".)
I suppose that given a limited game scope approaches like Crossfire's are good too (NO rulers!).
Your ideas and preferences? Free kreigspiel only? Squares a non-starter? Give me the details no matter the cost in time to measure and triangulate arcs?