Archives for design
Destructive & Formidable by David Blackmore [Book Review]
Destructive and Formidable: British Infantry Firepower 1642 - 1765 by David John Blackmore My rating: 5 of 5 stars Destructive and Formidable is a quantitative look at British infantry doctrine using period sources from the British Civil Wars of the seventeenth century up to just before the American War of Independence. If anything you can see the constancy, which drove the success in battle of British forces, even when outnumbered. Destructive and Formidable This has got all the detail you need to model infantry battles in the seventeenth and eighteenth centuries. There are comparative weights and rates of fire. Measured hit rates based on range, and commentary on doctrine and how certain tactics worked in certain situations but not others. In short everything you need to design a game (although there's clearly a morale factor, which Destructive and Formidable covers…
What if? Building an alternate history
Photograph of Lord Halifax, British Ambassador to the United States, with an unidentified officer, at the - NARA - 199243 (Photo credit: Wikipedia) Last week I had dinner with a friend who asked me a "what if?" question that set me thinking about building an alternate history for a game and a story. We were talking about SOE in the spring and summer of 1944. The period is rich in possibilities and decisions for players on a game. However there's an awful lot of hindsight getting in the way of being able to properly game the period. The Problem with Hindsight The invasion is inevitable, and even when previous games have given the allies latitude over where and when the German players don't act the way the Germans did. It's impossible to create the same uncertainty in the German High…
Milmud – Guest Post today about 1689 Highland Battles
Today's blog post is a guest post on Military Muddling, AKA Milmud. Milmud is the blog and club newsletter for Chestnut Lodge Wargames Group (CLWG). CLWG are a group of activist game designers. Most of the Megagame Makers designers belong to CLWG, including Jim Wallman who brought us the Universe roleplaying games and Watch the Skies. I'm a member of CLWG and have been for about 20 years. At the 2015 CLWG conference I ran a session on the Highland Battles of 1689. This is going to form part of a 1689 Megagame planned for late 2017. You can read more about my game design efforts over on Hot Blood and Cold Steel. Link to Milmud Here's the post on milmud Highland Battles 1689 - onside report. I found the session very useful and I learnt a lot from it.…
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T317 Design and Innovation starts
My second to last open university course officially started on Friday. The course is about Design and Innovation, which I thought would be a very good thing to go into my business studies BA along with the Creative Writing I did two years ago. At the time I booked onto it I was working as a digital architect, designing digital services for the bit of the civil service I was working in. Since then I have been promoted and changed ; I'm still likely to find it useful though, just in a different way. The upshot of this course, 60 credit points at final year undergraduate level, is that I'm likely to stop reading things for pleasure for a while. So there will be fewer blog posts, and what there is may be about design or innovation. I'm expecting my…
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 it isn't realistic - you want your world to be realistic don't you?) How settlements form Typically people build houses where there is shelter from the elements, adequate supplies of food, water and fuel. They also like to build them in easily accessible places for the most part. All villages and towns grow from farmstead, places a farmer, and his family, decided to settle. However not all of these farmsteads ends up as a village. There are loads of outlying farms in populated countryside, some…