Northern Outpost Dispatch

Rules: Homegrown or Commercial?

by Doug Johnson


Our planning for Drums 5 is going smoothly and I've noticed that many of the games listed are featuring rules created by the GM. "Homegrown" rules are perfect for gaming conventions, because they usually follow a simple formula. First, they are simple. Many of these games have just one page of general rules and a few additional charts. Secondly, they are usually designed to be played to an outcome in 2-4 hours. A convention game of this length is great for the players because it allows them time to try several different events in one day and still have time for meals.

Rules developed by GMs have another advantage. They are normally a combination of many familiar rules from popular games, adjusted by the GM during his years of gaming experience. We all have our favorite basic games, but some of us are not satisfied with how they play. This is perhaps one of the biggest debates in historical miniatures gaming: Historical accuracy vs. Playability. Some game scenarios can be frustrating to play because too much effort has been put into re-creating the "actual" circumstances of the battle. The problem with getting so detailed is that you lose touch with the real game.

Recently, I attended the Seven Years War Conference in South Bend, IN. It is always a fun weekend with a great group of people. However, I noticed several games that looked fantastic, but everyone playing spent their time trying to find information in the many pages of rules. I know some of these huge battles involve many smaller actions and encounters, but waiting for an hour to move my troops would prevent me from playing. There is a place for these types of games: At the local gamestore or club. Players who are familiar with the rules can enjoy these games -- and I salute them -- but they should be streamlined for the convention-style of gaming.

Another advantage to homegrown games is that it allows the GM to try something completely different. The great thing about attending a gaming convention is the opportunity to play in a game that you couldn't possibly do at home. Last year at Drums 4, we had several one-of-a-kind games. Gordon Andrews provided us with his spectacular Peking game complete with the wall and hundreds of Chinese troops. We had a WW II game using 12" GI Joe figures played on a 30' square section of floor. The Tiger and Sherman tanks were impressive! Brian O'Leary's Ponape game has been a favorite at ATC many times. I could go on and on, but the point is a gaming convention gives you a chance to play with a bunch of cool stuff, some of which isn't available anywhere else. And almost without exception, all of these big special convention games use simple GM rules. It's the only way to insure the players will have a good time.

Oh, and be sure to read the event list for Drums 5 in this issue to see the great variety of games we have planned for you!


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