Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mmadsen" data-source="post: 2325085" data-attributes="member: 1645"><p>Wargames have been around, in some form or another, for quite some time, and RPG, which derive from wargames, face many of the same design issues. Most modern wargames derive from the <a href="http://home.freeuk.net/henridecat/kriegspiel/mapkreig.htm" target="_blank">Kriegspiel</a> (literally <em>wargame</em>) of 19th-century Prussia: <p style="margin-left: 20px">The nineteenth-century Prussian game started life with a rigid structure and copious formal rules. The two sides were each placed in a separate room with a model of the terrain or a map. The umpires moved from one room to another collecting orders from the players, and then retired to a third room to consult the rules and find the results of combat. A great deal of their time was consumed in leafing through voluminous sets of rules, consulting tables and giving rulings on fine legal points. By about 1870, however, this rigid system was starting to be thought rather clumsy and time-consuming. Quite apart from the many defects and loopholes in the rules themselves, it reduced the umpires, who were often very senior officers, to the role of mere clerks and office boys. clearly, such a state of affairs was intolerable.</p><p>Most "modern" games of the 1980s (e.g., <em>Squad Leader</em>, <em>Third Reich</em>) followed the "voluminous sets of rules" model, but the Prussians moved away from it 100 years earlier: <p style="margin-left: 20px">It was General von verdy du Vernois who finally broke with this system, and abolished the rule book altogether. His approach to the wargame was the free kriegspiel, in which the umpire had a totally free hand to decide the result of moves and combats. He did not do this according to any set of written rules, but just on his own military knowledge and experience. He would collect the players' moves in exactly the same way as before; but he would then simply give a considered professional opinion on the outcome. This speeded up the game a very great deal, and ensured that there was always a well thought-out reason for everything that happened. This was a great help in the debrief after the game, and it allowed players to learn by their mistakes very quickly.</p><p>A modern "free kriegspiel" often combines umpiring with a randomizer (e.g., a ten-sided die, or "nugget"): <p style="margin-left: 20px">The system for finding the results of combat in a free kriegspiel is classically simple. First of all the umpire looks at the position of each side: how many and what type of troops are involved; how their morale is bearing up; and what orders they have been given. He next considers the ground on which the action will be fought, and any special tactical problems which either side might encounter; whether there are any obstacles in the way of an attacker; whether a flank attack might be possible, and so on.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When the umpire has all relevant information at his disposal, he ought to be able to give an informed opinion on the probabilities of the result. He will not simply say something like 'The French infantry hassuccessfully stormed the hill', but will quote possibilities, such as: 'The French have a 50% chance of storming the hill successfully; a 30% chance of capturing half of it, while disputing the rest; and a 20% chance of being totally repulsed. High scores favour the French'. It is important that the umpire is as specific as possible with these figures, as this forces him to consider all the factors involved in the combat and to think through the full implications of his decision. He must also be clear whether a high dice roll will be good or bad for the attacker, i.e., whether the top 50% (a die roll of 5-9) or the bottom 50% (a roll of 0-4) will mean the hill has been carried. In this case he has stated that the high score will be good for the attacker.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 2325085, member: 1645"] Wargames have been around, in some form or another, for quite some time, and RPG, which derive from wargames, face many of the same design issues. Most modern wargames derive from the [url=http://home.freeuk.net/henridecat/kriegspiel/mapkreig.htm]Kriegspiel[/url] (literally [i]wargame[/i]) of 19th-century Prussia: [indent]The nineteenth-century Prussian game started life with a rigid structure and copious formal rules. The two sides were each placed in a separate room with a model of the terrain or a map. The umpires moved from one room to another collecting orders from the players, and then retired to a third room to consult the rules and find the results of combat. A great deal of their time was consumed in leafing through voluminous sets of rules, consulting tables and giving rulings on fine legal points. By about 1870, however, this rigid system was starting to be thought rather clumsy and time-consuming. Quite apart from the many defects and loopholes in the rules themselves, it reduced the umpires, who were often very senior officers, to the role of mere clerks and office boys. clearly, such a state of affairs was intolerable.[/indent]Most "modern" games of the 1980s (e.g., [i]Squad Leader[/i], [i]Third Reich[/i]) followed the "voluminous sets of rules" model, but the Prussians moved away from it 100 years earlier: [indent]It was General von verdy du Vernois who finally broke with this system, and abolished the rule book altogether. His approach to the wargame was the free kriegspiel, in which the umpire had a totally free hand to decide the result of moves and combats. He did not do this according to any set of written rules, but just on his own military knowledge and experience. He would collect the players' moves in exactly the same way as before; but he would then simply give a considered professional opinion on the outcome. This speeded up the game a very great deal, and ensured that there was always a well thought-out reason for everything that happened. This was a great help in the debrief after the game, and it allowed players to learn by their mistakes very quickly.[/indent]A modern "free kriegspiel" often combines umpiring with a randomizer (e.g., a ten-sided die, or "nugget"): [indent]The system for finding the results of combat in a free kriegspiel is classically simple. First of all the umpire looks at the position of each side: how many and what type of troops are involved; how their morale is bearing up; and what orders they have been given. He next considers the ground on which the action will be fought, and any special tactical problems which either side might encounter; whether there are any obstacles in the way of an attacker; whether a flank attack might be possible, and so on. When the umpire has all relevant information at his disposal, he ought to be able to give an informed opinion on the probabilities of the result. He will not simply say something like 'The French infantry hassuccessfully stormed the hill', but will quote possibilities, such as: 'The French have a 50% chance of storming the hill successfully; a 30% chance of capturing half of it, while disputing the rest; and a 20% chance of being totally repulsed. High scores favour the French'. It is important that the umpire is as specific as possible with these figures, as this forces him to consider all the factors involved in the combat and to think through the full implications of his decision. He must also be clear whether a high dice roll will be good or bad for the attacker, i.e., whether the top 50% (a die roll of 5-9) or the bottom 50% (a roll of 0-4) will mean the hill has been carried. In this case he has stated that the high score will be good for the attacker.[/indent] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
Top