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XIV-Congreso-Asociacion-Historia
Asociación de Historia Contemporánea. Congreso (14.º. 2018. Alicante) Del siglo XIX al XXI. Tendencias y debates: XIV Congreso de la Asociación de Historia Contemporánea, Universidad de Alicante 20-22 de septiembre de 2018 / Mónica Moreno Seco (coord.) & Rafael Fernández Sirvent y Rosa Ana Gutiérrez Lloret (eds.) Alicante, Biblioteca Virtual Miguel de Cervantes. 2019. 2019 pp. ISBN: 978-84-17422-62-2 Alicante, Biblioteca Virtual Miguel de Cervantes, 2019. Este libro está sujeto a una licencia de “Atribución-NoComercial 4.0 Internacional (CC BY-NC 4.0)” de Creative Commons. © 2019, Asociación de Historia Contemporánea. Congreso Algunos derechos reservados ISBN: 978-84-17422-62-2 Portada: At School, Jean-Marc Côté, h. 1900. PLAYING THE GREAT WAR Giaime Alonge & Riccardo Fassone985 (University of Turin, Italy) World War One during analog wargame’s golden age Game scholar Stewart Woods divides board games in three main categories. 1) Classical games, such as Chess or Checkers -very old games, so old that they have no author, and therefore are not copyrighted. 2) Mass-market games such as Monopoly (1933) or Scrabble (1935). 3) Hobby games- niche games such as Dungeons & Dragons (1974) or Magic: The Gathering (1993), that are enjoyed by relatively small, but highly devoted groups of players986. Wargame is one of the thinnest niches in the universe of hobby games. A wargame is a «realistic» simulation of warfare. We will shortly address the question of what we mean by «realistic», but before that, we must make another premise. In this paper, by «wargame» we will only mean recreational simulations. We will not consider the professional simulations that staff officers of many armies and navies around the globe regularly hold in order to study possible scenarios of war.987 It is a practice that was introduced in the early nineteenth century, in Prussia, where generals started to prepare their future campaigns with a «game» called Kriegsspiel988. -
Wargames in a Digital Age Kriegsspiel As Tool for Thought
Digital Humanities 2010 Wargames in a Digital Age tokens) across as much as twenty square feet of map space. This places them at the formal Kirschenbaum, Matthew and physical extremes of ludic complexity. Almost from the outset of the personal computer [email protected] revolution, meanwhile, wargames (as distinct English and MITH, University of Maryland from games with superficial militaristic themes) Juola, Patrick became a major software genre. Popular [email protected] tabletop wargames were rapidly translated to Computer Science, Duquesne University the screen by companies such as SSI, with crude artificial intelligence crafting opposing moves. Sabin, Philip Other games dispensed with the conventions [email protected] of their manual predecessors and (much like King's College London flight simulators) sought to recreate an intense real-time first-person experience. Harpoon (1989) placed a generation of early armchair enthusiasts in the Combat Information Center of Wargaming is an applied tradition of interactive a modern naval frigate, with countless variables modeling and simulation dating back to the in weapon and detection systems to master. early 19th century or, if one counts more abstract We believe that the digital humanities, which martial pastimes like Chess and Go, all the have already embraced certain traditions of way to antiquity. Why a panel about games modeling, might have something to learn (tabletop as well as computer) that spotlight war from an exploration of this particular genre —surely the most inhumane of organized human of simulation, which has proved influential endeavor—at a digital humanities conference? in both professional military and political First, we assume that wargaming as both settings as well as the realm of popular a descriptive or predictive tool as well as hobby and recreation. -
Gary's Clarifications
Gary’s Clarifications When I saw the Zagyg’s Wisdom super-thread on Dragonsfoot, I thought what a great idea it was to have a section where Gary answered questions about D&D and offered clarifications and interpretations about the game he created. And if he isn’t around to answer more questions, at least we can benefit from what people asked him when they had the chance. Reading through the thread, it occurred to me that all these clarifications could be gathered up into a single document for easier reference, sorted by category. Steve at Dragonsfoot liked the idea, so I got started…and found that sorting them wasn’t as neat and easy as I’d expected. I’ve had to make a lot of judgement calls: for instance, should a question about true neutral clerics go under Classes or Alignment? So I apologize if the organization of this document seems a little haphazard, but I’ve done what I could with it. There are a very few posts from one category that I copied into another, but for the most part I tried to make a single choice and hope it was the right one. I’ve included some categories that aren’t exactly D&D or that wouldn’t be relevant to every campaign (Greyhawk, for example), but they’re in their own sections so they can be ignored by those not interested. These “related” sections are generally unsorted, as they didn't lend themselves as well to discrete categories. In the interest of keeping it short, I generally removed people’s greeting remarks (“Hi Gary,” etc.), though I left in whatever Gary said in case it should be helpful in assessing his “gut feel” reaction to the question. -
Games Are Not Coffee Mugs: Games and the Right of Publicity, 29 Santa Clara High Tech
Santa Clara High Technology Law Journal Volume 29 | Issue 1 Article 1 12-13-2012 Games Are Not Coffee uM gs: Games and the Right of Publicity William K. Ford Raizel Liebler Follow this and additional works at: http://digitalcommons.law.scu.edu/chtlj Recommended Citation William K. Ford and Raizel Liebler, Games Are Not Coffee Mugs: Games and the Right of Publicity, 29 Santa Clara High Tech. L.J. 1 (2012). Available at: http://digitalcommons.law.scu.edu/chtlj/vol29/iss1/1 This Article is brought to you for free and open access by the Journals at Santa Clara Law Digital Commons. It has been accepted for inclusion in Santa Clara High Technology Law Journal by an authorized administrator of Santa Clara Law Digital Commons. For more information, please contact [email protected]. FORD LIEBLER 11/26/2012 3:56 PM ARTICLES GAMES ARE NOT COFFEE MUGS: GAMES AND THE RIGHT OF PUBLICITY* William K. Ford† and Raizel Liebler†† * Earlier versions of this paper were presented at the 2011 Works-in-Progress Intellectual Property Colloquium, Boston University (Feb. 11, 2011); 2011 Intellectual Property Scholars Roundtable, Drake University Law School (Apr. 1, 2011); and The Game Behind the Video Game, Rutgers School of Communication and Information (Apr. 9, 2011). We thank Stephanie Acosta, Keidra Chaney, Jessica de Perio Wittman, Shannon Ford, Jon Garon, Greg Lastowka, Tyler Ochoa, David L. Schwartz, and Corey Yung for comments on earlier versions of this paper. We thank Young-Joo Ashley Ahn, Lyndsay Ignasiak, and Kimberly Regan for research assistance. A special thanks to Nathan Ford and Adin Simon for innumerable hours playing “childish” games with the authors in preparation for this paper. -
Interview with RP and JS
BATTLEGAMES SPECIAL FEATURE WITH ISSUE 21 February 2010 This is the transcription of the conversation with John Stallard and Rick Priestley that took place in Nottingham, 5th December 2009. © Copyright Henry Hyde, Rick Priestley and John Stallard 2010. No reproduction without written permission other than short passages for the purposes of literary criticism and quotation. HH: My thanks to John Stallard of Warlord Games (JS), previously of Games Workshop, who has very kindly allowed his kitchen in his central Nottingham home to be the venue for this interview with Rick Priestley (RP), author of Black Powder, Warmaster, Warhammer and Warhammer 40,000 and himself. The supplies of tea and biscuits are impressive in their own right! Anyway, let’s get started right away with a question directed at Rick. Lots of people know who you are, but let’s start with a few biographical details such as where you were born and where you grew up. RP: I’m actually from Lincoln, just down the road from Nottingham. So I regard myself as part of the East Midlands Wargames Mafia. HH: Yes, I call you lot the Nottingham Mafia. RP: Lincoln is where I was born and grew up and went to school. I went to school with Richard Halliwell, the other original Warhammer author along with me. A long-time Games Workshop designer, he designed Space Hulk. We were part of the same wargames club, we were at school together in the same class and generally grew up together, so that’s where I started out. HH: So what was the first wargame or model soldier influence that you can remember, and when would that have been? RP: The usual story, the 1960s and Britains’ and Airfix obviously, because everybody was doing that. -
Compwargamepdf1.Pdf
www.wargamerfritz.com 1 | P a g e www.wargamerfritz.com What is competitive wargaming? The hobby known as “wargaming” has many facets to it- some of us play to recreate a historical battle or futuristic narrative. Others enjoy painting, building, and collecting terrain along with the process taking that from start to finish. And then there are those who enjoy wargaming from the competitive standpoint of winning in a tournament or gaming event such as a convention. For many the idea of playing competitively vs. enjoying a narrative game seems to be at odds, when really they are an extension of the hobby that is there to enjoy if you are ready for it. Participating in a competitive event EX. a tournament WILL make you a better play for the experience, it will expose you to a new gaming environment and open up new hobby opportunities even if it is not your main reason for wargaming. We are going to talk a little about this in this PDF, as I believe it is an important experience to have in the hobby, but primarily we are going to focus on how to WIN in a competitive setting. Some of us are competitive by nature, and truly it is an exhilarating experience to play a number of games in a tournament- hard fought, well won, to then be called up to the front and be acknowledged by your peers for your tactical winnings. There is a kind of validation in that- all the time spent building, playing, and learning. As the reader I don’t know what has called you to glory, or why you are now looking to compete, but I do know that you want to win and in this 2 | P a g e www.wargamerfritz.com guide we are going to explore the strategies and training outlines to learn to give you the greatest chance of winning. -
Catalogue Download
Catalogue 168 pages of colour rich information with an introduction by writer Charles Singleton, this supplement for Pike & Shotte describes the history, armies, personalities and battles of the English Civil War. Included are detailed scenarios based on some of the most famous battles, complete with maps and orders of battle £22.50 SEASON OF BATTLE CARD FIELD OF BATTLE etc - One 54 card deck of wargames style battlefield maps. The FOB campaign System BUT USEFUL for ANY wargamer as a random Terrain Generator . £22.50 AMERICAN CIVIL WAR SMOOTHBORE ARTILLERY (SMOOTHBORE ORDNANCE JOURNAL VOLUME 10) Summerfield, Dr S 143pp., 4to, fully illus., large format pbk 38 scale plans, 107 tables, 135 photos. of contemporary & surviving ordnance covers graphically & in detail every aspect of the vital smoothbore elements of ACW artillery. £20.00 AMERICAN REVOLUTION : THE FRENCH - COMMAND & COLOURS TRICORNE - COMPASS GAMES - - £82.50 Armies of the Medieval Italian Wars 1125-1325 - Ospery MAA 523- £10.99 ARMY OF THE DUTCH REPUBLIC, 1713-1772, PART I: INFANTRY FOR ORANGE AND THE STATES. THE - £17.50 BY FORCE OF ARMS - AUSTRIAN ARMY IN THE SEVEN YEARS WAR 2) Duffy Mint hardback £65.00 HANDBOOK OF THE BELGIAN ARMY 1914 Mint hbk facsimile of British General staff study £29.50 HUSSAR SERGEANT IN THE KING'S GERMAN LEGION: The Memoirs of Cavalry Sergeant Ebbecke, 2nd Hussar Regiment, King's German Legion 1803-15 - This short memoir of Sergeant Ludwig Ebbecke was published in German in 1851, but has never before been translated into English. He served at Stralsund, the Siege of Copenhagen in 1807, and was nearly shipwrecked on the passage back to Britain. -
Some Thoughts on Wargame Scenario Design
Some Thoughts on Wargame Scenario Design Scenario-based Wargaming Historical miniature wargaming is a many-faceted hobby; much study and craft is invested even before the actual game itself takes place. As a journalist interviewing a wargamer once astutely observed, the hobby seems to be less about playing wargames than it is about getting ready to play wargames. There are figures to be bought and painted, terrain to be constructed, and rules to be purchased, studied and learned. Even after all this is accomplished, but before a single game turn can be played, one must have a scenario . and here I am not referring to the kind of game where the players line up XXX points worth of units on opposing sides of the table, march to the middle, and roll dice until somebody runs away or time runs out. I am talking about a situation resembling one in which a historical commander might have found himself, with all the implied tactical problems that entails, in which a narrative is played out so that the players get to make relevant command decisions and observe the results of those decisions. This, for myself and a small subset of wargamers, is the epitome of historical wargaming. If you're the kind of gamer who enjoys exploring the command options and possibilities of historical conflicts, or fictional settings that mimic history, then hopefully you will find something useful or interesting in this essay. Even if you’re not that kind of gamer, read on: you may discover insights into a style of game that’s been around since long before there were army lists or point systems. -
Free Wargames Rules Naval
Free wargames rules naval Naval Wargame Rules – - just what it says on the tin:) Panzer Eight - a collection of free rules including coastal and "mainstream" WW2 naval. Naval Rules Online – a page of links to free naval Wargames rules on the Navy's tabletop naval Wargames rules from the early 20th century. Bringing free rules to the Wargaming Community since All the miniature rules featured on Science Fiction · Fantasy · WW2 · Modern. Naval rules for all periods. Advertisement. Free Wargames Rules. 1, Pages “Rules for naval warfare in the age of sail - from Drake to Nelson. For models. This is a source for free, simple wargame rules for a variety of historical periods, A Spanish Armada tactical naval game - designed to use 1/ scale plastic. free, wargames, rules for wargames. ANCIENT WARGAME Rules for ancient warfare by Nick Salmon. Trireme Naval wargames rules (Greece and Rome). Naval wargaming is a branch of the wider hobby of miniature wargaming. Generally less From Wikipedia, the free encyclopedia Popular naval wargaming began with the inclusion of wargaming rules in early editions of Jane's Fighting. This free naval wargames rules has the manager of persons requred with month using and depending and leading to happen playing factors and visual month. Wargames Remove Search Term Hottest Naval, Rules Sets, PDF . WW2 Core Rules Naval Thunder: Battleship Row brings exciting World War 2 action to your tabletop! . [click here for more], Catalyst Game Labs, FREE. The rules of model wargaming, Societies and links, Naval wargames society. TEAM FREE FOR ALL - A common combat format across the different model. -
Bob's Solo Wargaming Scrapbook by Bob Stewart
Bob's Solo Wargaming Scrapbook by Bob Stewart Table of Contents 1 . The Solo Wargames Introduction 2. Common Questions and Answers for Solo Wargaming 3. Solo Wargaming as an Evolutionary Change 4. What is Modern Solo Wargaming? 5. Why Play Solo Wargames 6. Motivational Factors in Solo Play 7. Modern Solo Wargames In Comparison to Face-to-Face Tournament Practice 8. Why Play a Solo Game Rather than a Computer Game? 9. Different Types of Solo Games, and Various Viewpoints 10. Some Common Intuitive Approaches to Solo Wargaming 11. Stepping Out into Greater Uncertainty 12. Deck of Cards versus Dice for Solo Games 13. Maps and All Things Terrain 14. Pick Your Type of Battle: What’s Your Oreo Cookie? 15. Cinema Production style wargames 16. The Birds-eye-view of Solo Wargaming 17. Mass Battle Mechanics 18. Generic Solo Opposition Using Unit-Personality Cards 19. Scouting for Solo Wargames and Variable Terrain 20. Baggage Trains on Campaign, Transportation and Supply 21. Stretching Our Solo Wargaming Imagination 22. Keeping and Maintaining Roster 23. Adding Pics a Better Solo Wargames After Action Report 24. Thoughts on Setting Up a New Historical Wargames Campaign 25. Maintaining a High Level of Activity 26. Some Thoughts on Better Design for Solo Play 27. Twelve Best Kept Secrets Toward Keeping Solo “Fresh” 28. The Solo Gamers Mythic GME Revolution 29. Using Mythic for Solo Miniature Historical Wargames 30. We started off with looking at a path that might help in the "evolution" from a traditional face-to-face wargamer, into a Solo wargamer. We talk about this evolution coming in progressive layers, like building a snowman. -
Wargamer's Newsletter
lit WARGAMER'S NEWSLETTER A MONTHLY MAGAZINE FOR THOSE WHO FIGHT BATTLfcS WITH MODEL SOLDIERS MINIATURE FIGURINES LIMITED 5 NORTHAM ROAD, SOUTHAMPTON. S02 ONZ Metal Military Miniatures for the WARGAMER and the COLLECTOR TELEPHONES: Southampton 20855- 8.30a.m. to 6p.m. West End 4651 • 6.00p.m. to 8.30p.m. All of our FRANCHISE DEALERS should by now be displaying a sign TRADEMARK like the drawing on the left which announces proudly that they are the local STOCKIST for Minifigs and we therefore recommend you give them the support you have given us. FIGURES OF 25mm SCALE for the following periods The ANCIENT PERIOD The HUNDRED YEARS WAR The RENAISSANCE Period The ENGLISH CIVIL WAR The MARLBURIAN WARS The JACOBITE RISING The SEVEN YEARS WAR The AMERICAN REVOLUTION The FRENCH REVOLUTION The NAPOLEONIC WARS The CRIMEA WAR The AMERICAN CIVIL WAR The FRANCO PRUSSIAN WAR The COLONIAL Period Infantry, Cavalry and Artillery WORLD WAR ONE WARSHIPS $|$|$|$I$|$t$l$l$i$l:4:!$t:4:l$l$l$|$ SHOP WHERE YOU SEE THIS SIGN CATALOGUE showing full listing to be available only 18p Contains four pages of photographs #i$i$| i\<\*i >;<i *i$i >;ci $i#i*i#i$i*i 5|ci$i # i age HOUSE MAGAZINE - "MINIMAG" Dick is now concentrating on getting all available at 15p. figures listed in the catalogue available Numbers 1 & 2 have now been and renewing those figures he thinks are published with Number 3 ready by not up to his current standard - and by the end of September We Hope. -
Wargaming Youtubers Self-Publish Skirmish Game to Take You to Hell PRESS RELEASE
PRESS RELEASE Wargaming YouTubers Self-Publish Skirmish Game to Take You to Hell May 28, 2021 - Reign in Hell is a new miniatures-agnostic, fast-paced tabletop wargaming ruleset from Snarling Badger Studios. The game allows players to build cabals of demons to fight for the control of the ruins of Hell. It’s available as a PDF or print-on-demand perfect bound softcover from www.reigninhellgame.com and fulfilled by Wargame Vault. For almost a decade, Adam Loper (Tabletop Minions) and Vince Venturella (Warhammer Weekly) have been talking about miniature wargaming on their YouTube channels. Within the midst of the global pandemic, they decided to make the most of their time locked in their respective basements and create their own miniatures wargame. From that unholy union came Reign in Hell, a game of brutal melee combat published by Snarling Badger Studios, a new company started by Loper and Venturella. “I love designing rulesets that enable players to have fast, brutal fun,” said Venturella. "Wargames offer a unique competitive experience while also building friendships and we wanted a game that brought people together, fighting to claim each other’s eternal souls.” “I’ve become very interested in using indie rulesets and stretching my hobby creativity by playing miniature-agnostic games. It gives such great opportunities to use models you’ve always wanted to use, or kitbash and create new things, or search to find just the right file to 3D print,” said Loper, “and I really enjoy the stories that come from campaign play. We wanted to make sure the game mechanics got out of your way and allowed the tales of your campaigns to emerge.” The game is available at www.reigninhellgame.com and through www.wargamevault.com digitally in Adobe Portable Document Format (PDF) for $10 USD and as a print-on-demand softcover book for $15 USD plus shipping.