Objectives – Megagame advice

Objectives form the basis of game play in megagames. I’d like to start here by reminding you of three things: The British Army’s master principle of war; Selection and maintenance of the aim is the master principle of war Clausewitz‘s most cited quote; War is the continuation of politics by other means the British Olympic…

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No Bombing Syria – it only helps ISIS

The UK Parliament has a vote this evening about bombing Syria. I’ve said before (On Syria, 2013) that I believe that bombing Syria would be a mistake. Here’s a summary of why it doesn’t help: No matter how careful we will kill civilians that we should be protecting It will cement the view that the West…

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Watch the Skies 3

Last Saturday I was control for East Asia for Watch the Skies 3. This picked up where Watch the Skies 2 left off, with some modifications to rules and briefings etc to make it flow much better. There were a number of obvious improvements, the media being a prime example. Media Coverage There were more journalists…

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World Building – Towns and Villages

One of the things that I often do when I am writing a story is to sketch a map of the area where the story takes place. This helps me to visualise what the characters will be able to see. The thing is though, you can’t just bang down stuff randomly (well you can, but…

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Counterfeit Game Money

At Chestnut Lodge Wargames Group we design and play a lot of games involving game money. We do this to the extent that we often joke that all you need for a game are CLWG members and some (play) money.  By definition none of this is real, but in game terms it is always genuine….

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Game Design Notes: World War One Strategic Battles

This was originally written as a game design session prompt for a session at Chestnut Lodge Wargames Group back in April 2004. A discussion thread on about this excellent blog post http://sketchinggamedesigns.blogspot.com.es/2014/01/the-wrinkles-of-tactics-first-world-war.html lead me to dig it out and post it here. World War One Strategic Battles Turn structure Three turns per year, March – June…

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On Syria

The situation in Syria has caught public attention because of the alleged use of chemical weapons (most likely Sarin) by someone. I don’t usually stray into current affairs quite so much as this, these sort of situations are too raw to even think about designing games about them. However the press coverage seems to be…

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CLWG July 2013 Game Reports

There were five of us at July’s CLWG meeting, myself, Nick, Mukul, Dave & John. There were three game sessions presented: I went first with a two part committee game called “The High Ground” about the consequences of cheaper surface to orbit space travel; Nick presented an economics card game for educating people about markets…

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Urban Nightmare megagame

The Urban Nightmare megagame, is a political crisis management game of a zombie outbreak in Romero City. I played the Deputy Chief of the Emergency Services. (A combined paramedic and firefighter service). We had 20 fire appliances and 8 emergency ambulances to service the city. During the megagame I posted tweets of what we were doing, remembering…

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Economics of New Colonies

I often play in Jim Wallman’s hard SF games set in the universe he’s created. I’ve been thinking about how new colonies get set up and the sort of funding they need. There is a lot of infrastructure required to build a viable colony on a new system. Firstly you need to survey it to…

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