Back in October of last year, I attended one of Georgetown University Wargame Society's ongoing lecture series. On tap for the October lecture was Robert W. Jones' talk on The Challenges and Pitfalls of an "Authentic" Medieval Wargame. Dr. Jones, the author of the Medieval wargame rules Blood and Horse Droppings, brought up a number of interesting topics and points to ponder when creating a set of Medieval rules. While I had planned on offering up a summary of the discussion much sooner, my motivation to re-address the presentation was triggered by a challenge to bring my yet unblooded Wars of the Roses collection to the gaming table. With what I want in a Medieval wargame and rules of engagement still in the formative stage, I returned to my notes from Dr. Jones' presentation for inspiration and clarity.
Given the title of the talk, I was not surprised or disappointed in seeing Dr. Jones present a list of challenges and pitfalls to designing a Medieval wargame and how to address those challenges in game design. The central theme of the lecture should not be foreign to any wargame designer. That theme focused on the tug-of-war between playability and historical simulation. Let's briefly reconsider the salient points on what Dr. Jones had to say on the topic of Medieval wargame challenges.
Medieval wargaming, like Ancients wargaming, often encompasses large chronological periods. Medieval rules can cover nearly a millennium of military history from the fall of the Western Roman Empire to the Great Italian Wars. Univeral rules, using a common game engine, tend to categorize troops according to standardized criteria common across several periods. Players use the same mechanisms and nomenclature regardless of historical context. Standardization allows players to switch between periods more readily but at the loss historical specificity for convenience and playability.
Having such breadth in Medieval rules suggests a lack of understanding regarding the technological and tactical evolution present throughout the period. There is no equivalent descriptive label such as "Horse & Musket" or "Pike & Shot" to describe Medieval warfare's dominant military technologies.The limited and unreliable historical sources available pose problems as well. Medieval chronicles lack tactical detail, exaggerate numbers, and prioritize political or religious narratives over complete and accurate battle accounting. Administrative records focus on logistics, not battlefield behavior. Troop types often reflect national myths ("rash" French knights or "unstoppable" English archers) rather than historical nuance. Rules often impose 18th/19th-century concepts such as drilled units or hierarchical command onto Medieval armies. Medieval armies often lacked standardized training and the leadership structure was primarily flat.
Finally, the most significant challenge for medieval wargaming is that historically accurate Medieval battles make for tedious games. Medieval battles were static and chaotic by modern standards, making them less "fun" as games. The limited command and control, lack of tactical flexibility, and inability to disengage and redeploy units means Medieval battles involve minimal maneuver once lines are engaged. Commanders had few tactical decisions once battle was joined since they were often fighting in the front lines. An historically accurate simulation would essentially line up armies, advance to contact, and watch the clash unfold with little player input.
Are these foreseen challenges to designing a Medieval ruleset correct? Are there other considerations? Do answers to these challenges depend upon level of abstraction modeled or the player’s role in the game? Is designing/developing a "fun" set of Medieval rules even possible given these constraints? Many reckon it is including Dr. Jones!
With the challenges as seen through Dr. Jones' eyes laid out, next I consider solutions and rules. Something to dive into another time.
The continuum between game and simulation (and all that involves). Thought provoking stuff.
ReplyDeleteIt seems always a trade-off, doesn't it?
DeleteJonathan. A thought provoking topic. Just downloaded the rules and they look very interesting. Thanks for posting the link.
ReplyDeleteYou are welcome, MJT!
DeleteI'll follow this with interest Jonathan. All good stuff.
ReplyDeleteExcellent!
DeleteJonathan, I'd argue all of that applies to ALL wargames rules, not just medieval......
ReplyDeleteThere will always be interactive dilemma between "simulation" and " game"; I use "simulation" rather than "realism" as pushing toy soldiers around is unconnected with the unpleasant business of real life conflict.
The choice of balance between the two has been around since recreational wargames began, and represent the designer's choice. Both extremes fall down IMHO as dull and predictable or random and unrealistic, so the simulation of France 1940 where the Germans almost always win (because they did in real life) is as unsatisfying as a Nappy game where one side fails to move all game and the other moves, stops and runs away simply due the influence of dice....
In my opinion, you have to construct rules that not only give the "right" result most of the time, but are also " fun" to play. Satisfying those criteria are frequently down to personal choice....
Neil
Thanks for your feedback, Neil. Yes, there is always a trade-off between playability and simulation no matter the period or rules. Getting that balance right relies a lot on personal choice.
DeleteQuite a challenge to write an "authentic" rule set, no matter what the period. As I'm more of a painter than a gamer, I do prefer simple, fast-play rules when I do game - much to chagrin to some of my buddies who like the opposite sometimes.
ReplyDeleteThanks, Dean! You seem to fall primarily toward the "game" end of the spectrum.
DeleteVery interesting Jon, I think medieval battles are akin to many dark age and potentially Ancient Greek battles. In essence it comes down to groups/blocks of men pushing and striking against each other until one sides morale cracks and then turn and run. Fighting for much of this period wasn’t ‘fancy’ tactics. Our rules of choice for all three of these periods is now Kings of War Historical, which in my view provide that rather unglamorous slugfest of infantry battles. Skirmishers are an annoyance rather than decisive. The key we have found is to have quite a lot of troops on each side otherwise the game can be very static. Three large blocks on each side would be a real challenge to make into a ‘fun’ battle ? Interesting to see where you go with this ?
ReplyDeleteYou summarize gaming the period quite well. Having only three large blocks of troops in each army to fight it out over the table is a challenge. I have a number of rules for the period. It will be interesting to see in which direction I go.
DeleteInteresting read Jon, I don't game medieval but can see the problems in getting a good rule set to get an accurate game but as always it can be a trade off between accuracy and getting a rule set to work, looking forward to seeing how this works out.
ReplyDeleteGlad you found this topic of interests, Donnie. I wonder how this all works out too!
DeleteCurrently using billhooks, which does create more of an interesting battle than you’d expect.
ReplyDeleteI have a copy of Billhooks around somewhere. I ought to pull it out and see what it offers.
DeleteA very interesting post Jonathan. Certainly my experience over the years with medieval wargames has been of the "line them up and move to contact" type. Entertaining but not often very challenging. But then medieval battlefield communication, technology and period prejudices and rights all, perhaps, limited tactical finesse. I remember reading some War of the Roses rules in a very old and forgotten issue of Wargames Illustrated where the author described late medieval battles as scrums where everyone just piled in and wrote his rules as such. Is this right? I don't know. I look forward to your next instalment.
ReplyDeleteThanks, Richard. You will likely get to experience my impression of translating Medieval combat to the table soon. Hopefully, the game will provide you with enough challenge and some entertainment.
DeleteDoes "entertaining but not often very challenging" fit into the mold of Lee's recent Bosworth games?
Quite a challenge. It will be interesting to see how you build a “medieval flavour” into the rules you come up with.
ReplyDeleteIt will be interesting to see what develops, indeed!
DeleteI agree with the line them up and roll forward description. Knights are not particularly maneuverable under DBMM so just tend to roll forwards. Where troops are initially deployed seems to decide many of our games from the outset.
ReplyDeleteSo, how do you impart some excitement, drama, challenge, and nuance into a Medieval game?
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