Category Archives: Design

Discussion of design issues.

Wargaming and Innovation part II

I ended part I with the slide above showing how various types of games make up the spectrum between Experimentation and Analysis. Where these games are cooperative and have players working together to solve a problem, or what in many … Continue reading

Posted in Connections conference, Design, I was too lazy to categorize this post, Technology | Leave a comment

A Wargamer, an Analyst and a Warfighter walk into a bar.

The MORS Special Meeting on Professional Gaming last week was quite interesting. Rex Brynan posted some great reporting at PAXSims. One of the undercurrents that flowed through the event was what some would call a misunderstanding, others something ranging from ignorance … Continue reading

Posted in Analysis, Design, General Games | 2 Comments

MORS Wargaming Community of Practice Brown Bag – Fleet Battle School

I gave a presentation on Thursday to discuss the customization and “mod-ability” of the game.  This covered: The database editor to create new weapons and platforms, fbdata The OOB editor to create force structures, fbobe The Chart Editor to create maps, with … Continue reading

Posted in Design, Game Implementation | 1 Comment

A2ADventure Update

The Game Lab at this years Connections Conference examined my “A2ADventure” game – a fairly abstract game of operational naval combat in an “Anti-Access, Area Denial” context. There was a lot of great feedback that I have attempted to incorporate … Continue reading

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A2ADventure Playtest Report

The Newport RI Game Night crew held a final playtest session for this year’s Connections Conference Game Lab game, the “Anti-Access, Area Denial” themed “A2ADventure”, mentioned by Rex Brynan in his post below from July 21st. We had a group … Continue reading

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Matrix games

“Matrix games” ares a free-form, umpired alternative to more rigid, rules-based wargames, first pioneered by Chris Engle In such games players take turns making an argument about what they wish to do, why they believe they would be successful, and what effects … Continue reading

Posted in Design | Tagged | 2 Comments

Command and Control in the Fleet Power System

Gamers don’t like Command and Control and usually have to be dragged kicking and screaming to employ “relistic” C2 rules. Nobody wants to come up with the “cunning plan” (thank you Baldrick) only to lose becasue of C2 SNAFUs beyond his (her) … Continue reading

Posted in Design, Game Implementation | 6 Comments