Podcast: on Armchair Dragoons’ “Mentioned in Dispatches”, vol 2 ep 9

Recently I sat down with James Sterrett for an episode of Brant Guillory’s podcast “Mentioned in Dispatches.”

The occasion was the recent release of Matt Caffrey’s new book On Wargaming

On Wargaming by Matt Caffrey, out at last!

and we thought we would discuss, for well over an hour in our meandering ways, this book and other books we’ve found useful for thinking about games and game design.

James has a more practical take on this of course, as he teaches game design to his students at the US Army Command and General Staff College.

https://paxsims.wordpress.com/2017/06/07/teaching-wargame-design-at-cgsc/

Anyway, here is the link, go and have a listen!

https://www.armchairdragoons.com/podcast/mentioned-in-dispatches-season-2-episode-9-the-essential-wargaming-library/

In other news, this weekend is the inaugural Victoriaconn, a mini-convention put on here in town by local gamer Geoff Conns. I’ll be there Friday and Saturday (have to work Sunday), showing the playtest version of China’s War and the near-production copy of the Brief Border Wars quad. Maybe someone will notice….

http://www.victoriaconn.ca/

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Scramble scramble

https://waypoint.vice.com/en_us/article/vb9gd9/a-cancelled-board-game-revealed-how-colonialism-inspires-and-haunts-games

So, this has been lighting up sections of the BGGverse for the last week… in case you have not heard, or are trawling through this blog years from the time it was posted:

  • GMT Games put up for P500 a game called Scramble for Africa in February. From the ad copy, it seems to have been in broad terms a “3X” game (Explore- Expand-  Exploit) as opposed to a “4X” game ( -Exterminate) where European powers enter the Dark Continent, found colonies, interfere with each other, etc.
  • After GMT posted the developer’s notes at the end of March with some more specifics, it emerged that this game was shall we say a bit light on historical accuracy and completeness – the native population was more or less the background on top of which the players drew their designs.
  • An increasing amount of adverse commentary on Twitter, Facebook, Boardgamegeek, and other spots led GMT to pull this off the P500 list, with a very measured and reasonable explanation and apology from the publisher.

People are still yelling about it, but more in defence of or offence against their own straw men. Some decried it as bowing to the mob, erasure of unpopular opinions, censorship, my god this is the beginning of the end what’s next erasing the Nazis soon they will come to pry all my wargames from my overheated flabby hands… never mind, you can imagine all this yourself (and if you can’t, there is a thread on BGG that is over 1,000 posts long now, counting the unusually large fraction of ones deleted for personal attacks and abuse).

Others had more measured and thoughtful responses. The link above is a much better explanation of the event and what it means than I can write; go have a look. It also gives due credit to the thoughtful games GMT can and does produce. Colonial Twilight, Navajo Wars and Comancheria all get praise for handling complex issues well, as do Freedom: the Underground Railroad and This Guilty Land, two games by other publishers.

Again, I did not have a chance to learn very much about the game, but it seems it was too cavalier and light a treatment of the topic to be appealing to the strong-history crowd, and not satisfying enough for the theme/history-be-damned, strong-play crowd. So, a sound business decision, and one that is GMT’s and only GMT’s to make.

We should not shy away from historical controversy, for that is the most direct way history teaches us it’s still there and still valuable. But it has to be done in a productive way, that advances the state of play. Obviously, this game did not do that.

Probably more than a few people have commented that if the game were rethemed and placed on a distant planet as “Scramble for Afraxic”, they might have  had a goer on their hands… sometimes that works. GMT has a few of these 4X in space games in their stable, and they sell very well… I suppose they are good games too, but I don’t play much science fiction stuff anymore. But the point is that there is sufficient distance from what is going on, even more so than the usual abstraction of playing a game about something, to not bother people.

 

 

Remembering to Forget

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photo: bbc.com

https://www.defenseone.com/ideas/2019/03/us-army-trying-bury-lessons-iraq-war/155403

As has been explained to me by senior officers who are still on active duty, the conventional wisdom today is that our military has moved on — and in an odd redux, they note that we have returned to the philosophy of 1973. Similar to how the Pentagon abandoned its doctrine of fighting counterinsurgencies and irregular conflicts in the aftermath of the Vietnam War, today’s military has shifted away from the wars in Iraq and Afghanistan. Instead of preparing to fight insurgents and guerrillas, our security establishment has refocused almost exclusively on the realm of great power conflict — in their parlance, peer or near-peer competitors such as Russia or China.

Distressing, but hardly surprising… the same thing happened after Vietnam, though the external circumstances were quite different. The US Army may be a “learning organization” but it keeps forgetting that it needs to retain some of that learning.

As the world continues to migrate to cities and pressures from failed or failing states push populations toward armed insurrection, it is quite possible that our next conflict could be another irregular war fought against guerrillas and insurgents. Even if we do end up facing a peer or near-peer competitor as the defense establishment is predicting, many of the lessons of the Iraq War still ring true. If we find ourselves facing such a foe, it would be highly likely that our opponents would fight us with a blend of conventional warfare—using ships, tanks, and warplanes—as well as with irregular tactics such as we faced in Iraq and Afghanistan. Blending both types of warfare, which has been called “hybrid warfare” or “conflict in the grey zone” enables our enemies to counter some of our conventional advantages asymmetrically, and challenge us symmetrically with forces that are on par with our capabilities. The use of paramilitaries or militias rather than uniformed soldiers, ambushing logistics convoys with improvised explosive devices, and hiding soldiers and resources amongst the civilian population- all staples of the Iraq conflict- are tactics that have also been used by Russia and other states because they make attribution and retaliation more difficult. It would be a dangerous proposition to hope that nation-state competitors we face in the future have not studied the war in Iraq and adapted their tactics. 

The two volumes of the Iraq War Study, completed in 2016 but not released until the very end of 2018, may be found here. Download them if you’re interested, just so you can have them for later….

Volume One (2003-2006): https://publications.armywarcollege.edu/publication-detail.cfm?publicationID=3667

Volume Two (2007-2011): https://publications.armywarcollege.edu/publication-detail.cfm?publicationID=3668

 

Interview with Scott Cole

photo: found on goodreads.com

Scott Cole, Wargame Wednesday blogger, recently asked me some pointy questions about my take on the current situation in Venezuela, points of designing games on insurgencies, and other such thoughtful stuff. A bit disjointed but then so is the situation, so is my body of work… pop on over and have a look!

https://wargamewednesday.blogspot.com/2019/03/brian-train-game-designer-interview.html

New on the bookshelf

I’ve recently acquired a book or two on urban conflict:

image: amazon.com

Blood and Concrete: 21st Century Conflict in Urban Centers and Megacities

A 768 page brick of a book, consisting mostly of articles on the subject previously published in Small Wars Journal. I’ve read a few of them but there is plenty more to chew on. Some new material, including a preface by David Kilcullen.

Surprise content: a reprint of the review of Operation Whirlwind Michael Peck wrote for SWJ! link to original is here: Review of Operation Whirlwind in Small Wars Journal

Published January 2019, Amazon.com link

image: amazon.com

Cities Under Siege: The New Military Urbanism

Another interesting title, but I haven’t been able to get into it yet – it has been a busy couple of weeks. Where the above title goes into mainly the kinetic considerations of urban battles that largely haven’t been fought yet, this one stops to consider the extensive and increasing militarization of the largely non-kinetic life we lead in the West, via surveillance, security bureaucracy/ theatre and the manipulation of fear and language.

Published 2011, Amazon.com link

Both of these make good additions to the library I have been building on the subject, which includes:

  • Out of the Mountains: the Coming Age of the Urban Guerrilla by David Kilcullen
  • Concrete Hell: Urban Warfare from Stalingrad to Iraq by Louis diMarco
  • Planet of Slums by Mike Davis

Designing for Difficult Subjects

headthames

An excellent post by Chris Bennett of the Game Design Thinking Research Group at Stanford University.

Main subject is depictions of slavery in tabletop games but moves on to the broader subject of the player’s offhand engagement with experience of violence, trauma and immersion in subject.

Go have a read!

Games cited:

  • Freedom: the Underground Railroad
  • Puerto Rico
  • This Guilty Land
  • Labyrinth
  • Washington’s War
  • The Grizzled

https://gdt.stanford.edu/designing-for-difficult-subjects

Rebel, Inc.

Screenshot: Ndemic Creations

https://www.c4isrnet.com/it-networks/2019/02/22/what-if-anything-can-the-pentagon-learn-from-this-war-simulator/

An interesting article mostly on a new computer game called Rebel, Inc. designed by James Vaughan of Ndemic Creations.

The writer introduces the game, and writes more broadly about the value of and use of these kinds of games for educating policy makers and other interested parties. He contacted Volko Ruhnke and me for some quotes and background. The conclusion is that “it’s complicated”, which is fair enough!

Rex Brynen already posted a review of the game a while back, here:

https://paxsims.wordpress.com/2018/12/07/review-rebel-inc/

I’m waiting for the forthcoming Android version myself, since I can’t stand to play things on that tiny iPhone screen. (However, if anyone wants to take a crack at making an iOS version of Guerrilla Checkers, I’d be pleased to talk to you!)

iOS version here, for $1.99:

https://itunes.apple.com/us/app/rebel-inc/id1439187947

EDIT: the game is available on Android! Appears to be free, but there are a lot of in-game purchases to make.

https://play.google.com/store/apps/details?id=com.ndemiccreations.rebelinc

Uploaded about 10 days ago and over 50,000 downloads and over 4,000 ratings already. No indication of total downloads for the iOS version, but it has over 9,300 ratings, so following the same ratio – let’s say at least 150,000 examples of the game are being played, or not.

For perspective, it took five years and two reprints to get 10,000 copies of A Distant Plain out there.

Sure glad I am not in this to make money.