Interview on The Player ‘s Aid, Part 2


Over at The Player’s Aid blog, the second part of three of an interview with me on Colonial Twilight.

Paddy Griffith’s Counterinsurgency Wargames – out now!


John Curry, through his “History of Wargaming” project, has for several years now been bringing out a combination of old, long out-of-print and quite new books and material on wargaming, both hobby and professional.

Paddy Griffith was a prolific designer with a foot in both these worlds. He was a lecturer in Military History at Royal Military Academy Sandhurst for many years, and created several board wargames (collected in “A Book of Sandhurst Wargames”) and many sets of miniatures wargaming rules. He also expanded the genre of “sprawling wargames”: very large-scale tabletop games played by teams of players to game out big battles.

John Curry has been rescuing a lot of Paddy Griffith’s work from potential eternal obscurity, and releasing it via the print-on-demand and ePub routes (Lulu, Amazon, Kindle, etc.).

Here is one of those items: Paddy Griffith’s Counterinsurgency Wargames, a set of three games dealing with counterinsurgency as it was then understood in the late 1970s, designed by Griffith while he was at Sandhurst. Two of the games are suitable for committee play by small groups, the third is the setup for a large exercise involving over 250 people and an entire class of Sandhurst cadets.

The Kindle edition went on sale last week, as did the paper edition. See the link below for a preview of the Kindle from Amazon ($9.95).

And here is the link to order the paper product: £12.95 plus shipping.

Now, I am telling you all this not just because it is an interesting book and subject in its own right, but also because I got to write the foreword! This was a new experience for me and I found it challenging to write, as it deals with the development of official British doctrine over the years.

Here’s a review on the Paxsims blog:

Interview on The Players’ Aid, Part I


Think I’ll use this picture every time I post about one of my interviews.

Over at the prolifically-posting blog The Players’ Aid, Part I of III of an interview with me about Colonial Twilight (mostly).

Link to Part II is here:

Interview on The Player ‘s Aid, Part 2

Link to Part III is here:

Hollandspiele: making the counters for Scheldt Campaign.

Sample counters for special units in the game, by Tom Russell.

Tom Russell made the counters for The Scheldt Campaign. He describes his process on the Hollandspiele blog:

$1100 for an outside artist to do counters? (Not for this game, for an unnamed magazine game.) I’m in the wrong line of work, obviously! Perhaps I should design games for the counters, not the other way round, since remuneration for the design part comes cheaper.

I guess it’s like in the movie business: they’ll spend $115 million working on the CGI so the heroine’s hair floats convincingly in zero-gee, and the writer get $43.29 and a box of doughnuts.

New Post on InsideGMT: Colonial Twilight Force Pieces and Structure


Near-final map. Art by Mark Simonitch and Chechu Nieto.  Lookin’ good!

Over at the InsideGMT blog, about 2,000 words on the different wooden bits in Colonial Twilight and what they represent.

Scheldt Campaign: Evolution of a Cover


Over on the Hollandspiele company blog, Tom Russell talks about the design and technical processes he went through to arrive at the above cover:

Interview in C3i 29


Apropos of nothing, a picture of me drinking a cuppa joe I really did make myself (long story).


I’ve been lucky enough to be asked by several people over the last few years about my  opinions on games, game design, and the games I design. I don’t think there is any one blog post or podcast or paper that encapsulates my philosophy – I am not sure I even have one, I think I just have thoughts and methods to express the thoughts (but maybe that’s what one is).

But last year Sam Sheikh interviewed me for C3i, a board wargaming magazine published by Rodger B. MacGowan (a longstanding great wargame artist, and a designer in his own right). The interview appeared in issue #29 and it’s a good selection of answers about how I got into game designing, what I like to see in the games I design, and how games portray modern irregular warfare (or don’t).

This is a scan of that section of the magazine. I hope you will find it interesting.

C3i29 intvw

Material is copyright RBM Studio 2015, reproduced with permission.