by Charley Elsden
GAMING OFF THE TABLE No, wait--come back here! Now, just because you game in a smaller scale is no reason to skip this article. In fact, you may have already noticed that I tend to stress the similarities with the "normal" scales and and The Big Scale. Today I'd like to talk about a common interest we all have that touches on rules design, game/scenario design, and Game Mastering. The first question gamers tend to ask me when I mention that I'm a 54mm devotee is "how can you fit any meaningful size battle on the table in that scale?" Which leads to a group of concepts to expand parts of your battle by what I call "Gaming Off The Table." Where does the most exciting part of a game take place? My answer to that question is--whatever the type of game you are doing--IN THE MINDS OF THE PLAYERS. So even though most of us like the die-rolling casualty-causing-flag-flying-morale-breaking action part of a good miniatures game, there are ways to enhance it by making it part of a whole spectrum of activity. For example, I once ran a Viking cattle raid in Ireland. It was full of hand to hand combat between Irish warrior and Norse raider, with arrows striking down guards before they could warn their sleeping garrison. I even beat on my Irish frame drum ("bodran") when someone was finally able to sound the alarm, and the maidens attending the cattle began to nervously gather them in during the "random cattle movement phase" I'd worked up for the occasion. But what made me smile the most was that after three hours of play, which had gone well in the main action, a player came up and said "You know what the best part of that was? Planning out the raid with the rest of my Viking team mates, before the action even began!" And indeed, listening to them figure out how to use small boats, capture the bridge, and sneak up on sentries, was fun for me, too. Like many of us, I'm also a board gamer. And as as I get older I like simpler, more elegant games rather than overly detailed simulations or perhaps a short series of battles rather than a mega-campaign. To keep my little wars simple yet fun, I often mix in board gaming type rules to simulate the important concepts of a battle but simplify them. My solution, for example, to World War 11 tank-infantry interaction was, besides more standard rules for mines and bazookas, to declare that when a certain number of infantry figures managed to come adjacent to an enemy tank (no mean feat), the tank was declared "overrun," and that was that. So, we start off with a good scenario. I'm usually presenting some bizarre period, or quirky situation, or breaking new ground for our local group with 54mm--adding naval/amphibious action perhaps, or supply carts, or a gatling gun; whatever. I can't go into what makes a good scenario here--that would be an entire article in itself--but I keep in mind that the main aim is to ENTERTAIN myself and my players. So I spend time with a Rules Briefing, a Side Briefing, and possibly even an Individual Briefing (if any role playing or diplomacy/politics are involved). For a detailed example of these see my article in MWAN #107 on the Taiping Rebellion. Designing and Interpreting The RulesNotes About Rules First, some notes about rules. In gaming from Medieval to World War II, I only use three different rules systems, which conform to my different real soldier-to-toy figure representational scales: Medieval (1: 1), Horse and Musket (1:20), and World Wars (1:4). Since I keep the rules simple and they are all part of a series, learning rules is the LEAST important exercise in the game. If someone makes a blunder due to missing a rules concept, its MY fault, and he/she gets 56 the equivalent of a "do-over" whenever possible. Since my rules usually support good tactics, its generally not a problem. A player who does the right thing, or comes up with a brilliant new solution, is always rewarded (or else its time to modify the rules). There are certain basics which appear in all my rules. While I don't want to give away all my secret mechanisms, let's take a look at some of the ideas in general. You might want to come up with your own way to perform them yourself--if not, you can always buy the rules and .,scavenge" them for ideas. But if you are looking for the style of game I am, there may be something here you can use without bending your own rules totally out of shape. The goal is to find the easiest way to simulate a situation without sacrificing the most important aspects I've analysed as the most historically interesting or fun. 1. Hidden Movement and Ambush Fire: No "Gods-eye view" of the field for my players, uh-uh. There are few units ever placed on the board until they move, fire, or you move into visibility range of them. In fact, what you do see may be some kind of decoy--think Prince John McGruder at Williamsburg (ACW). Give your players a simple way to note the location of the major elements (or preposition them and give the players a set up diagram), and you drastically change the nature of the battle. Here an extra bit of preparation by the game master or player improves the game a hundred fold. Of course, if you go blundering into a hidden enemy, he gets Ambush Fire against you--a free shot where you get no return fire. If the defending formation manages to break contact with the attacker, he may very well set up in another hidden location and re-ambush him! This most important "shoot and scoot" tactic is rarely present in wargames I have seen. But it always appears in mine. Which brings us to our next point... 2. Reconaissance: My Horse and Musket cavalry may go on strategic "Scout" or "Screen" missions, against enemy troop blocks (blank counters indicating some type of enemy formation), and may end up fighting off table Scout vs Screen battles. If successful in probing, they roll to get partial information on the enemy formation. In a critical moment, they may even decide to to try again because they need more information. Examples of types of information to be partially or fully revealed when using Hidden Movement in Horse and Musket periods are: type of unit (branch of service or subtype), size of unit (# figures), morale class, current forination, or even specific unit identification. In World War encounters, the recon units must sometimes (as Patton ordered) "Go down the road until you get blown up!" The title of my WWII rules is RECON AND RUSHES. After long thought, I decided never to allow "recon by fire." Even though it was done. Because it ruins the game, that's why. Consider it an ammo limitation--no target, no shot. But in certain situations you may be told at your starting briefing that the enemy is "in there"--in a specific woods area, behind the river, etc. But manmade improvements may still be kept secret until you find them, such as a line of breastworks inside a wood which are not yet in visibility range. On the other hand, your firing options may be limited in a fire fight that is already joined. You know there is an enemy line behind that wall, because they took Ambush Fire against you. But on the next turn you discover that they are no longer shooting at you; they are now "hiding"--prone behind the wall-- and you get no direct shot at them (you may call in the artillery with an observer). THEN, THERE ARE ALWAYS POSSIBLE SPECIAL SCENARIO EXCEPTIONS TO EVERYTHING! These sometimes end up being codified as new rules, but only being used in special circumstances. If you have never tried a reconaissance scenario, in general they are the BEST there are. Surprise, action, excitement--the works. And they occurred in every period, often becoming a key to the entire larger battle. What's out there? Go find out. Remember the old "Combat" TV series? The squad was always running around between the lines, looking for information (and they did it for five years-- 1962-67-- which was longer than we were even in the war). "Checkmate King Two, this is White Rook, over. What kind of crazy mission have they got for us today, Sarge?" 3. The Constant Presence of Fire (Interdiction Fire): Nobody, but NOBODY, gets to go waltzing past an enemy formation who is set up to stop them. As a player with a set defense, tell the advancing enemy to make partial moves until you yell "STOP," and then take your shot(s). Interdiction Fire may be taken instead of the regular Horse and Musket Defensive Fire Phase, or instead of WWII simultaneous fire. On the other hand, if the enemy is sneaking up on you (in a World War game rolling each turn on the Infiltration Table) and you sight them, they may be prone. In which case they are moving VERY slowly, but you will get a lousy shot at them. 4. Limited Ammo Supply: It's the simple things that make crisis management fun! Use it up now, or later? On which flank? Against which targets? Oh, the Joy of Command! "General Longstreet, if you do not go now, I will not be able to support you!" I give Horse and Musket period artillery a standard "random total" of shots, then let my players divide it up among TYPES of ammo--shot, shell, cannister, etc. World War vehicles have only so much HE or AP or SM (Smoke) in their initial ammo loads. I don't bother for small arms, but I do for specialty weapons, and even hand grenades. Off board artillery shoots are very limited, but cover degrades as they land. In World War 1, the types of artillery barrage are key, and of course there is gas to play with. 5. Further 'Fog of War' Factors: If there are other major fog of war factors present in the period or specific scenario, so be it. This is not to make the game frustrating or a "Can't do" rather than a "Can do" system--no one likes that--but to add fun and challenge. So some of your formations may not have the information you do as a player. For example, in certain ACW games I require the use of my "optional" Recognition rule, which requires a die roll when different columns rneet or other circumstanced requires. In another instance, the rule is invoked due to the appearance of cross-color regiments, (I used to call them "cross dressers," but had to change that phrase). So take a minus on the die roll if you're trying to recognize friendly units wearing the enemy color ACW Southern units in blue, Northern in gray. Or perhaps there are troops whose identity is clear but whose loyalty is in question, such as British Indian Seapoys during the Mutiny). If it's night time, visibility range is reduced. For if you miss your die roll to recognize troops which are in fact friendly, Mandatory Friendly Fire is required, and at the closer night range, well... Or,. if they "turn out" to be enemy troops, you may not be allowed to fire upon them as you would wish! Other restrictions: at Shiloh, the CSA forces passing through Union camp areas have to roll and may stop off to Loot! Roll for how many turns they stop dead; then they require another successful roll to reform. 6. Surprise!: Besides the usual ways, I simulate surprise in the Horse and Musket period, even if both sides can see each other after an attacker comes into visibility, by starting the defenders side off in Dismissed Detail. Instead of being in approved formation, scatter them as you would a paratroop drop, all about the field. These unfortunates are off accomplishing some noncombat task; perhaps policing their camp, smoking their pipes, or even drinking in the bar or chasing women in town! They will be required to reform before they can even move together or open fire. Depending on the starting distance between figures in this condition, this can become quite a challenge, and produce the harem-scarem result of a desperate last ditch defense. Last year at one Cold Wars (Lancaster, PA) 1812 game, I had bought several of the fine Pennsylvania Dutch wooden bird feeder "buildings" so perfect for 54mm at a local souvenir stand. I ruled that the US riflemen in the "Irish Pub" had to make a die roll to get out and reform--for they had partied all night, and were now sound asleep! After the vigilant cavalry warned that the British were coming, it took the woozy sharpshooters three turns, I believe, to stagger out. 7. Strategic Reconaissance: Historical research supports adding factors which can realistically but simply affect the game. For example, at the First Day of Gettysburg I positioned a Union signal tower, which allowed the Union player information about how the rebels were advancing-while still off the board--towards him. Maintaining control of the signal tower became crucial (in the ACW, the Signal Corps took more casualties than ANYBODY). Other intelligence 'lathering can come from special army Scouts or friendly local Partisan/Civilian figures, who get one shot as snipers if armed, or one recon roll (as the cavalry in our previous example above) and then are removed. 8. Leadership: In general, morale tends to be more brittle and leader centered the earlier the period. I give Horse and Musket period commanders and sub commanders limited powers, according to their rank (Brigade/Division/Army General), with a LIMITED NUMBER of possible "Command Boosts" (to morale) and Rally Attempts. Even then, these require a die roll; it is not a sure thing. This means that, like artillery ammo, the owning player must carefully choose his moments on when to take a gamble and try to inspire the troops. After all, in some situations, the troops won't follow anybody against their own common sense. Of course, as in most rules systems, the higher rank the leader, the more terrible the consequences if he buys it. "Lee to the rear!" In Medieval games, the actions and fate of local unit leaders is one of the most important factor on the field, even more so than it would be in an Ancients game (I don't host this period because 54mm Ancients have only recently become available --and I'm out of storage space! Please invite me to yours). In 18th Century frontier games (in case I confuse you later on, I personally call this period "Colonial," and the latter 19th Century period "Imperial") Indian war bands have their own system of individual chiefs and individual behavior. So at the big ambush against the Colonials at ARW Oriskany, some of the British allied Indians open fire right away when planned, and some don't until the second or third turn. Each band will roll for moral seperately, "melting away , into the woods at the most inconvenient times for their Side Commander. Such as after they loot a wagon, and decide to go home with the loot--their Individual Victory Ccnditions, you might say. Oh well--that's Native American Biz! 9. Friction: As Clauswitz, or somebody, once said--"Shit Happens." When a basic unit has lost 50% casualties, it can no longer be given offensive missions. Period, end of discussion. Simple. On the other hand, World War II armored vehicles may make a limited number of repair attempts on partial damage if not in line of sight of the enemy, because its dramatic and fun! When English Civil War cavalry charge, and their target formation routs off the field instead of standing against them, they are marked as In Pursuit, and may well continue charging off the field after their broken enemy! I say, old boy--just where on earth is your troop going? The battle's this way, chaps!" 10. Side Chain of Command, Specific Assignments, and Communication (In the Game and Real Life Chatter): Now this one is really crucial. Each player has a specific job, and must make his own decisions. While I may allow some cross talk or team planning, especially at the beginning, I usually give or allow a side's team to choose among very specific player scenario functions You've got the scouts. You've got the garrison. You've got the gunboat. You've got the relieving column). In a long game, there is always an alternate function available if ya gits kilt or your troops leave the table. But I DON'T always allow teams to do everything by committee (exception: young players). Even in WWII when communication is more easy, radios break down at the damdest times. Of course, if you are low tech troops like Chinese, or in early war Russian tanks, you may not have any radios. And by the way, let's stay on topic most of the time while playing. If you really want to review the latest movie you just saw, expound on your ideas for Middle East Peace, or convert your fellow players to your religion/veterans organization/new D-Day Museum/reenactment unit, let's take a clear break from the action. Its not fun when the simulated fantasy breaks down at the height of the action. His understanding keeps at bay, or within reasonable bounds, that non-playing Kibitzer who's just wandered in to share his View of the World with you for hours at a time. I'll meet you for a drink at the bar later, pal (and probably much later, too)! Of course, absolutely marvelous conversations do come from our games and our mutual interests. That's what the postmortem session or meal after the game is for. I make allowances for younger gainers in their own game. but the youngster gaming among adults may need a bit of refocusing now and then, so this principle stated in general at the briefing is helpful to all. Or to put it more politely--it took me seven hours to set this game up, pal. Let's talk some more during YOUR game! (This of course, is the guy who never runs his own game). Now conversations about the game or game period itself are perfectly fine, but like rules debates, need to be reasonably limited as well. Otherwise, we are in danger of becoming the Loquacious Gainer's "prisoner of war." And speaking of which... 11. Prisoners: Prisoners are worth more Victory Points than enemy casualties (exception: Medieval Period, where only captured leaders matter). Prisoners can be interrogated (see Role Playing; see Intelligence Gathering; see Fun). See Torture Table in RECON AND RUSHES OF WORLD WAR 11, a sick exercise in reverse multiculturalism--it tells who is allowed to torture who! Yet note that even here, period doctrine prevails. Prisoners at the front stay nearby for a few turns for possible recapture, before being escorted to the rear. 12. Fanaticism: For Medieval Period and Imperial--oops, I mean European Colonial Expansion games, low tech but angry Berserkers/Dervishes/Boxers/Etc. can temporarily invoke Fanaticism to raise their morale to a peak, but if not quickly victorious, they go down to an almost useless morale level. Fanatics with battlering rams are dangerous. Save the limited "annuo" for them and pour the boiling oil/fire the Gatling gun-see Limited Ammo). 13. Low Technology: A.) Introducing new but unreliable technology is barrels of fun. The ACW naval ram, with no guns at all, whose sole purpose is to crash directly into another ship, and quite possibly sink her and herself as well ("Ramming speed!" "Ridiculous Speed!"). Or the limited general naval maneuvering of steam or sail, which requires some ship conning skill of the players for basic maneuvers--usually just thinking ahead a few moves--especially in the restricted waters of the living room floor. The limited and cranky early machine gun burst, rocket barrage, hand grenade toss, naval spar torpedo fixing attempt, etc. And if you're gaming WWI, the lack of communications with the artillery once the bombardment starts, early gas projectors sending clouds of poison drifting on the wind, tank breakdowns, etc. are an essential part of the simulation (Hmm ... carrier pigeons? Note to self). B.) And while you're at it, how about lower technology Europeans vs. Easterners (my term to replace the politically incorrect "natives"). If 19th Century Imperialists have too much edge, go back in time. How about Wellington in India, with his Napoleonic level technology and many Eastern allied troops? Or the Portugese in their early explorations of China, with matchlocks? Or revolutions and rebellions where the garrisons are small and low tech, but the rebels unorganized and even more lightly armed? One of these days I'm going to rush my 19th century Fire Brigade into the middle of an urban street brawl, and create total chaos. 0 Joy! 0 Rapture! C.) The ultimate in low tech is the Easterners vs. the Europeans. They will need more than sheer weight of numbers to compete. But there is no more satisfying victory than beating the -superior" side with pathetically low tech troops. Some suggestions: low tech archaic heavN weapons, Fanaticism, extreme European Ammo Limits, Limited European Intelligence (hey now, no comments from the Peanut Gallery! Sure it happened. Look at Hicks Pasha, or Isandlwana, or ... now that's seriously limited intelligence). 14. Limited Tactical Control: Many of the elements discussed above come under the heading of limiting what the player can do. After all, if your units are always guaranteed to obey orders, you might as well be playing chess. Yet while I've read about many interesting and elaborate leader role playing and messenger riding systems, my experience has been that I NEVER see them used on the table in the modern, more mellow age of gaming. I used riding messengers used once in the ACW, but that was back in the late 70s. So I've evolved these more basic systems, and my players like them. Besides building them into the basic rules as noted, my " weird" scenarios usually have special (yet simple) rules for building up the unique character of an individual game. ("Oh no--not Shiloh again. What, you've got a new wrinkle? Nathan Bedfort Forrest scouting on the flank? Well, okay, maybe..."). I'll say it again; even though I game in 54mm, I DON'T DO SKIRMISH GAMING. All right, never say "never"-see bibliography, and a hat's off to Mike Blake, who brought his Prince Imperial in Zululand game all the way from Bristol, England. But its not the main thrust of what I do. Still, there are skirmishing type factors to be studied and included in "regular" games. Every unit can't ALWAYS fight to the last figure, even if they pass their morale check. This bleeds over (ouch, the pain of the puns) into the next point of... 15. Interpretive Game Mastering: My player briefing usually has just a bit to say about Game Mastering and player interaction. As God says in "Monty Python and the Holy Grail:" GET ON WITH IT!!! I enjoy player discussion if its creative, but arguments are settled very quickly. "Let's hold that fascinating point for the postgame analysis, Fred!" And there is ALWAYS some role playing, because players in a reasonably logical position to do so get a chance to ask questions to gather intelligence. Its a sort of matrix gaming opportunity, outside of and supplementary to normal game mechanics. Some folks may not be used to working with the Game Master to create the action that way. But when they play with me, I explain what they are getting--a highly participative GM who wants to reward any new solutions they come up with, but not degenerate into debate. Here are the type of calls I have made on the fly in the past: "Those five figures are now surrounded, with no hope of breaking out against an overwhelming force, with no hope of relief, and besides, they've accomplished their delaying mission already. For zem, ze var is over! They've just surrendered. Do you want to take any action with troops who WILL listen to you?" "Its a temporary cease fire in place. Yes, you can reinforce your line. No, you cannot advance your line. Because I'll open fire on you, that's why." "Okay, I see your point--because you know they are in there somewhere, they will NOT get ambush fire on you--this time." "You want to do WHAT? Drop empty parachutes down on them from the trees? (Shoot out the truck tire? Set the hut on fire? Swim for it? See if the welcoming party down the road is a partisan ambush?) Sure, roll the die to see if you can attempt it, then you'll roll again for "of course you can throw yourself under the tank with a satchel charge. You don't have to ask--you're Japanese! Banzai!" "If you take this train station from the Confederate home guard in the next two turns, the British troops who are heading in on the next train will just observe the battle. If you don't ..." "Having survived three hand to hand encounters, you are now a Hero, and get a permanent melee bonus. Congratulations, Sergeant Rock." Primary MissionThe PRIMARY MISSION of the rules and good Game Mastering is to provide an environment more like a fast action video game than a "simulation exercise." Limitations are introduced not to make the player feel hampered, but to give him excitement and the illusion of reality. And that's the principle upon which any new rules are introduced and judged during a playtest. When Game Mastering, don't deviate from the Primary Mission too often. As Doctor McCoy would say: "Damn it, Jim--I'm a Game Master; not a Rules Lawyer, or an Ordinance Expert, or W hatever!" Let's play the game. 11. Player Briefings and Interaction With The Scenario Part of designing an interesting scenario is deciding what you are and are not going to let the players know at the start (if nothing else, you have to tell them their mission/Victory Conditions). If you are defending Greystoke Castle, what kind of siege engines does the evil Prince John have, and how long will it take him to position them? How reliable are your peasant archer allies in the woods outside? Or, if you are running guerillas in World War II China, what do they know? Perhaps Illinois Smith, searching for the lost temple in the area, has the ability to find something out you will be able to use. Besides information, you may decide to let the player/team vary the set up a bit. This is easy if you don't place all the units on the table anyway. In a linear battle, let him decide if he wants to set up reserves behind a flank or the center. Will he decide to crash through a dense forest, take the fenced cabin on the other flank, or charge straight up the hill where the Garibaldi Guard (39th New York) is holding Maryland Heights outside of Harper's Ferry with a few US Sharpshooters? Watching the players huddle and plan their attack against a hidden enemy (the woods are much less strongly held, but take longer to get through--but they don't know that) is part of the entertainment for the game master. Hopefully the players are sucked right into the game before a die is rolled, because the situation is just so darn interesting. They may see something they've never seen done quite that way before. But if they have confidence in me from previous events, they will suspend their disbelief or even their objections. If they don't know me yet, I'll give them a more complete briefing. Even if I am not putting any specific role playing elements into your game, essential historical tactical doctrine should be evident. Unless playing some kind of alternate fantasy game, like Leonardo Da Vinci Conquers The Renaissance, Space 1889, or G.A.S.L.I.G.H.T., players should keep within the boundaries of real behavior. If my players are unfamiliar with the period, I should build it a briefing, so that they have a feeling for what they can and cannot do. "Yes, theoretically you can build a manned kite to do aerial reconaissance, because you have the technology. But although they knew how to do that in China, they don't in the Sudan. How about a hot air balloon?" I tell them to consult me first if they come up with any wild ideas, so I can clear the action or deny it before it becomes a point of contention where the action depends upon it happening or not. My usual sequence of briefings is as follows. The length depends upon the scenario, the players' familiarity with the type of GM technique and rules, the amount of teamwork required by each side etc. I don't hide what I am trying to accomplish in group dynamics the way I hide the units and other specific scenario surprises. I'll let them know who they need to talk to most on their team, and why. Then I encourage them to back up their side team mates, especially at convention events where they don't know each other. A.) A Typical Scenario Briefing 1. Introduce myself and the gaming schedule. How long is the gaming session, planned breaks, location of nearest bathroom etc. Brief statement on intended GM techniques being used, desired player behavior, encouragement of team play and mutual support to make the game a success.. 2. Introduction to the period, the battle, and the major troop types being used. Use general period knowledge on the level that every period general would commonly know about the world. Multimedia is fun when available, for example video clips on the TV from period movies. The opening of 55 Days At Peking. Or even later, during the game "You see charging at you..." (play the mounted gathering of the tribes from Taras Bulba). Audiotaped music is fun when the game is first starting and players are positioning troops or making their first moves. 3. Explain the sequence and approximate length of the rest of these briefings. "Now we're going to do 15 minutes on the rules system we'll be using. Then I'll break you up into sides. My assistant will be working with the Germans, I'll be doing the Allies. This will take 10 minutes, and include player command assignments, which you can choose among yourselves. Then we'll take a ten minute snack break, and get started. By the way, I've built in twenty minutes after the game for postmortem, prizes, and certificates." B.) A Typical Rules Briefing 1. Hand out copies of the rules, or at least summaries and charts. Note location of gaming equipment such as dice, pens, slide rules, hand outs, etc. 2. Note major systems, especially those unusual from others most players have seen before. mention those rules especially important in this particular scenarios. 3. Quick initial questions and answers on very basic stuff. C.) A Typical Side Briefing (Given seperately to each side team). 1. Note command slots available, and let players choose them. If the players don't know each other, suggest which type of skill or inclination fits each role (Commando Leader, Recon Column Commander, Armor and Side General, etc.). If a player's main command is not to come on until much later, set up a function for him as a subordinate to an earlier arriving player so he won't be sitting around. 2. Hand out any printed Side Briefing materiels: map including initial unit positions, intelligence report on the enemy, historical flavor, etc. 3. Hand out individual side OB Rosters, which usually describe the troop units available to each player. Answer initial questions. Show them the physical figures/vehicles being used. 4. Explain the opportunities of the initial planning sessions. This may in fact be the only chance f'or the players to interact freely until they comply with Communications Rules conventions later in the game ("The Commando Leader start out here behind enemy lines, and will Hold Until Relieved. You can't talk to your teammates after the game begins at all" ). 5. Team is given a short period for a private initial (and possible only) Team Planning Session. Each team may get time at the table when the other team is not present. D.) Typical Individual Player Briefing 1. Give out character sheet confidential information that only this player is told at the beginning. 2. Tell the player whether he/she is free to disclose it or not. 3. Clarify the command role the player chose, and its intended function in the game. 4. Answer any quick questions. E.) A Typical Break Before The Game Even on a day when the entire sequence above only takes ten minutes, where the players already know the rules and each other, and where the players have gotten previous briefings over the phone or by email, I like to give a break now. Chances are players used their time when they arrived for more general social chat. During their briefing they had to listen. Give them ten minutes to cogitate, modify their side plans, check the rules, grab a soda, ask a "getting started" question, or whatever. X. ConclusionAll of these ideas are very simple, but adding them will drastically change (and improve) your game. And also put more historical realism in your simulation. Will the Union gun crew at Bull Run recognize the Confederates wearing blue in time (if not, they CANNOT fire on them, even though the Union player in actual life realizes who they are)? Should the German AT gunners fire at the first US jeep coming toward them, or wait for a juicier target but allow the jeep to spot them? Is it time for the Russians hiding in the factory basement to come out, or should they wait until the Germans, who have not bothered to check out the basement, pass by? It doesn't have to be complicated to be fun. They key is to give your players interesting decisions to make, and then sit back and enjoy seeing what they do. The secret to good gaming "off the table" is exercising the minds of your players. And this can take place before and during the game by utilizing off board areas, planning sessions, intelligence, fog of war, etc. to bring the game to life both on and off the table. This is even more important when playing in 54mm. Cutting the ranges down past the scale of the figures for fire and movement, is the most basic "board gaming" technique I use to expand the room on the table for maneuvering. Another is to fire and/or advance from physically off the table, from the couch and across the floor, closing the range all the time. Most interesting action is close action. Often this is preceded by "pregame" activity. Sure, it would be fun to have an entire back yard or field house to play in, but hey, I live in a New York City apartment. In which I store as permanent "guests" over 15,000 54mm painted figures plus terrain, equipment, and vehicles for many armies. So I can'tiust follow in the footsteps of H.G. Wells and play On The Lawn." For a short time in the 1980s I was working with a couple of partners running a Role Playing business where we would go into customer's houses in the evening and do our own version of "Dungeons and Dragons." One of the things we learned then was that what is fun for the "customer" is the only measure of gaming "success." In my current career as a program designer/event host/staff trainer for a mighty metropolitan hospital, I've learned that making the Participants fell welcome and part of things is the most important step of all. So good Customer Relations in gaming means pleasing and entertaining your players, and Perhaps telling them what you think about the period being gained by how you build the scenario and customize the rules. One of the many toy soldier dealers I buy from likes to offer products, as he puts it, "for your stories." As an apprentice storyteller working with mythology, who has performed in person and on radio, I have found out that any subject can captivate any audience it' the dramatic unity such as that found in a good scenario is present. And indeed, to bring your players into your "story," or "movie," or "dream world" for a while, remember to game off the table as well as on it. And even though you do some work preparing the event, you'll have lots of fun too- guaranteed! Gaming Off The Table BibliographyHere are some of my favorite, or more unusual, or most recent sources for creative gaming. Also Included are related techniques: everything from writing and story telling, to men's psychological liberation through the exploration of mythology. And then there is that historical research and commentary on period strategy, doctrine, tactics, combat psychology, intelligence gathering, etc., which are particularly good at going over elements useful for designing rules or scenario elements. Finally a few other nutty ones just for fun. Cast your net wide, and you'll catch more fish! Adams, Maureen (ed.) The Best Strategy and War Games, (Computer Games Strategy Plus, 1997).
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