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Category Archives: Design
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
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
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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
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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
Posted in Design, Game Implementation
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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
Posted in Connections conference, Design
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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
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
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Fleet Power Overview
Fleet Power Basics Fleet Power is an operational level gaming system depicting naval operations in the maritime domain. The purpose of the game is to provide a “sandbox” for the exploration of the relationships between naval capabilities, information, and decision-making. Central … Continue reading
Posted in Design, Game Implementation
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The Fleet Power Project
A big part of my absence – for WAAAY longer than I intended – has been work on an operational maritime wargame system. OK, AND I’ve played way to much Civ V and Legendary Heroes… I’ve dabbled with an operational level maritime game since my … Continue reading
Posted in Design, Game Implementation, I was too lazy to categorize this post
Tagged Developer Notes
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Presentations on wargaming from Virtual MORS 81.1
This year MORS has offered a “virtual” symposium, part of which is unclassified and includes (*gasp*) foreigners. Two of those presentations directly addressed professional wargaming, and have been summarized at PAXsims: Ellie Bartels (and Deirdre Hollingshed) on “Can your game multi-task?” Brian Train on … Continue reading
Posted in Design, Strategy and Policy
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