Running Naval Games: Tricks of The Trade

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Running Naval Games

Tricks of the Trade


Christopher Carlson
Historicon 2002

Admiralty Trilogy Seminar


Presented by:
Clash of Arms Games
Outline

What is Tactical Naval Wargaming?


Functions of a Gamemaster
Three Goals of a Good Gamemaster
The Four Knows
Preparing a Game
Executing the Game
Useful Tools
Hot Wash Up
Conclusions
What is Tactical Naval Wargaming?

Why even ask such a question?


Provides a frame of reference in scope, time and space
Tactical
Derived from the Greek word taktika - matters pertaining to
arrangement, or the handling of forces in battle
Focus: Small unit deployments, performance of platforms and the
systems on those platforms
Command level: Ship CO through Battle-group Commander
Gaming goal: Exploring physical processes and their outcomes
Naval
Field of battle are the worlds oceans and seas
Maneuver-based warfare
Objectives can be on the sea or land
Combat units are ships, submarines or aircraft
What is Tactical Naval Wargaming?

Wargaming
Tool for gaining insights into the dynamics of warfare
Not operations analysis, although operations analysis is useful in
helping to define the rules of a wargame
Operations analysis quantifies physical parameters and processes
Wargaming deals with human decision making
Involves individuals in complex and dynamic interactions
Exciting way to teach history - brings boring facts to life
Useful for instruction in military science
Combat unit strengths and weaknesses

Teaches decision making skills by forcing the player to make


decisions under stressful, but not life threatening circumstances

the most common reason for playing the games is to experience history
James Dunnigan
Functions of a Gamemaster

Aliases: Referee, Umpire, Controller


A gamemaster regulates the flow of the game by translating
the players decisions into terms that can be used by the
procedures and models built into a wargame
Monitoring player actions
Translate player actions into game terms
Enforce the rules of the game
Prevent physically unrealistic actions or sequences of events
Assess interactions between forces
Through the use of models, data and rules
Exercise judgement when required
Inform players about action outcomes
Employ realistic limitations
Introduces fog of war
Goals of a Good Gamemaster

Players improve decision making skills


Correctly assessing enemy strengths and weaknesses
Evaluating and selecting the optimum course of action
Players learn something new
About themselves
About a specific aspect of warfare
About a historical fact (operational, biographical or technical)
Players have a good time
Make new friends
They walk away feeling fulfilled or satisfied - Good war stories
Its a game after all, players should have fun playing it

A successful wargame must be entertaining as well as educational!


The Four Knows

To be an effective Naval Gamemaster, you have to:


Know the rules of the game
Game mechanics

Combat models and data

Know the capabilities of the platforms and systems


Basic performance data

Basic understanding of the physics

Know the scenario you are running


Basic understanding of the historical context

Object of research for hypothetical engagements

Know yourself
Personality type

Strengths and weaknesses

If you know the enemy and know yourself, you need not fear the result of a hundred battles. When you are
ignorant of the enemy, but know yourself, your chances of winning or losing are equal. If ignorant of both
your enemy and yourself, you are certain in every battle to be in peril. Sun Tzu, The Art of War (500 B.C.)
The Four Knows

Know the rules of the game


Need a thorough understanding of game mechanics
Establishes the flow or battle rhythm of the game

Dont be a rules lawyer, game designers do make mistakes


Be prepared to reward or pardon exceptional behavior or actions
A brilliant maneuver, even if unsuccessful, deserves praise and

recognition - positive learning through positive encouragement


Allow the truly clueless a chance to learn from their mistakes, however,

if they keep making the same mistake, terminate them with extreme
prejudice - some players only learn to swim after they sink first!
Never argue with a player
Ruins the game for everyone

If you make a mistake, admit it, correct it as best you can and move on

Firmly and respectfully make your call and offer to discuss it over a pint
later - Remember, you are in charge
The Four Knows

Know the capabilities of the platforms and systems


Naval gamemasters have to possess at least a basic knowledge of
the platforms and systems in their game
Tactical naval wargames are heavily influenced by technical
characteristics and performance data
Understanding the basic physics of how systems function is crucial
to the educational goals of wargaming
A gamemaster can not know everything, so be open to someone
who has specialized knowledge on a particular topic

There is no rule that says a Gamemaster cant


learn a thing or two from his own game!
The Four Knows

Know the scenario you are running


A gamemaster needs to have a basic understanding of the historical
context of the scenario
How did the forces come together
How did the battle develop
Any obvious indicators as to why a particular side won
Historical miniature games have a frightening way of reenacting history
if initial conditions and battle orders are accurately reproduced
Hypothetical scenarios are by definition exploratory
They are the experiments of Dr. B. A. Gamemaster

Allows the players to explore reasonable What If variations of an


historical engagement to see if they would have made a difference
They can be silly, ludicrous engagements just for the fun of it
Gunboat Diplomacy series - one of our most popular games
Note: Try not to refer to the players as lab rats - they dont like it
The Four Knows

Know yourself
A gamemaster must be aware of their own personality because it will
affect the game being played
Know your strengths, weaknesses and above all, your biases
We all have biases, most people just havent figured that out
Gamemaster conduct
Be assertive: Youre in charge, you regulate the flow of the game
Be polite: Every player deserves respect
Be helpful: Not everyone is an expert naval wargamer, new players will
require some help to learn to play the game well
Be patient: Youll have to deal with rule lawyers as well as neophytes
Be neutral: You must be impartial, allow the game to develop naturally;
dont try to bring about a preconceived result
Remember, you are the Headmaster of a unique learning experience.
How you conduct yourself will determine how successful your are!
Preparing a Game

Preparations is 75% of the effort in running a successful


wargame, of any sort - a poorly prepared game will run poorly
When developing the scenario - use a checklist!
Keep the type of scenario (historical or hypothetical) in mind at all times
Provide forces that are balanced for the mission and the victory
conditions, not necessarily balanced forces (i.e. of near equal capabilities)
Devise reasonable and attainable victory conditions
Its not much fun playing a Kobyashi Maru scenario
Asymmetrical victory conditions can be particularly rewarding
Make sure all the paperwork is ready - use a checklist!
Ship forms, log sheets, game aids
Put together player packages
Electronically store or make copies of ship/aircraft forms
Bring all necessary miniatures and player aids - use a checklist!
Protractors, measuring tape, golf tees, pipe cleaners, smoke, dice, etc
Dont forget the Timmies!
Executing a Game

Arrive 15 to 30 minutes early, if at all possible, to set up the


playing surface
Lay out Seascapes and any land masses, regardless of how small
Mark which direction is North and where the wind is coming from
Begin at the appointed hour (i.e. start on time)
Hand out materials, brief the players on the scenario and
establish game procedures
Allow players adequate time to put together their plan of battle
- 30 minutes is usually sufficient
Cry Havoc! And let slip the dogs of war!
Keep the game moving at a reasonable pace
If at all possible, dont run a game alone
An assistant is invaluable, they can deal with rule questions while you
keep things moving along
Keep the goals of a good gamemaster in mind
Useful Tools

Protractors with string and tape at 20, 60, 120 & 160 marks to determine target aspect
Fire allocation markers for a ships primary and secondary batteries
Bent pieces of white pipe cleaner - evasive steering markers
Fire & Smoke markers
Slightly glued cotton balls painted with orange & yellow flames and black paint
Quilting batting cut, stapled and painted black, gray and white
Wooden golf tees
Blue: Underwater hits
White: Misses
Yellow: Small to medium caliber gun hits
Red: Large caliber gun hits
Roughly handled miniatures that are cut up and used to mark sinking ships
Lifeboats and oil slicks are optional - but a nice touch
You now know what a Timmie is
Distance/speed charts with firing arcs for each player
Expanded critical hit tables
Regular 12 inch rulers for ship movement
Counters with generic ship sizes for initial placement (Fog of War)
Hot Wash Up

Always go over the battle when you are done


Praise the brilliant maneuvers and point out why they were
so good, this helps teach the less experienced players
Point out the bone headed maneuvers, in a polite manner of
course, and explain why they failed (see point #2 above)
If time allows, review the game in seminar fashion and
show the salient points that you or the players observed
Seek feedback from the players - identify errors or weak
points in the scenario, fix scenario - publish scenario!
Clean up thoroughly after every game
Conclusion

Tactical naval wargaming, done properly, can be a very


rewarding experience for players and gamemaster alike
Improve decision making abilities
Learn something about naval history or naval warfare
Have fun
Tactical naval wargaming, done properly, can be a very
rewarding experience for a gamemaster
Enjoy watching someone have fun
Learn something about naval history or naval warfare
Knowing yourself, the scenario and the game system are crucial
Preparing for a game is paramount to its success - the old P6
No battle plan survives first contact with the players - from either side

Wargaming Wisdom: When the Gamemaster smilesits already too late!

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