Quotulatiousness

August 30, 2010

Charles S. Roberts, RIP

Filed under: Gaming, History — Tags: — Nicholas @ 12:04

The Armorer passed on some sad news today:

Charles S. Roberts, one of my enduring heroes, has passed. The company he founded, Avalon Hill, and the products it produced, awoke a part of me that still earns me gainful employment to this day. I may have to go downstairs and break out Afrika Corps, or Gettysburg, and play a game in his honor. All you role players out there, heirs to Dungeons and Dragons? You owe Mr. Roberts thanks, too — like me, Gary Gygax got his start with Avalon Hill wargames.

May 13, 2010

A “secret weapon” from WW2 updated for the 21st century

Filed under: History, Military, WW2 — Tags: , , , — Nicholas @ 07:54

Strategy Page looks at Operations Research in its modern guise:

It all began back in the 1970s, when some CIA analysts discovered a new way to analyze the mountains of information they were receiving. The new tool was predictive analysis. What does this do for intelligence analysts? Predictive analysis was the result of a fortuitous combination of OR (Operations Research), large amounts of data and more powerful computers. OR is one the major (and generally unheralded) scientific developments of the early 20th century. OR is basically applying mathematical analysis to problems. OR turned out to be a major “weapon” for the Allies during World War II. OR, like radar, was developed in the 1930s, just in time for a major war, when whatever was available was put to work to win the conflict. OR is also, half jokingly, called a merger of math and common sense. It is widely used today in science, industry and, especially, in business (it’s the primary tool of MBAs, where it’s called “management science”.) With predictive analysis, the most important OR tool was the ability to “backtest” (see if the simulation of a situation could accurately predict the outcome of something that had already happened, if the same historical decisions are made). For predictive analysis of contemporary situations, the backtest is, instead, a predictive tool that reveals likely outcomes.

Predictive analysis, like OR in general, creates a framework that points you towards the right questions, and often provides the best answers as well. Like many OR problems, especially in the business world, the simulation framework is often quite rough. But in war, as in commerce, anything that will give you an edge can lead to success over your opponents. A predictive analysis is similar to what engineers call “a 60 percent solution” that can be calculated on the back of an envelope.

The one form of predictive analysis that the general public is aware of is wargames, and these have been increasingly useful in predicting the outbreak, and outcomes, of wars. There have even been commercial manual (like chess) wargames that have successfully applied predictive analysis. The commercial manual wargames produced some impressive results when it came to actual wars.

In late 1972 a game (“Year of the Rat”) was published covering the recent (earlier in the year) North Vietnamese invasion of South Vietnam. This game didn’t predict the outcome of the war, but it got the attention of people in the intelligence community, especially those who knew something about wargames, for it was a convincing demonstration of what a manual wargame, using unclassified data, could do in representing a very recently fought campaign. There was even talk that these games could actually predict the outcome, and details, of a future war. The next year, wargames did just that, accurately portraying the outcome of the 1973 Arab-Israeli war. The game (“Sinai”) was about to be published when the war broke out, but some people in the intelligence community knew about it. A member of the Israeli UN delegation had watched the game in development (he was a wargamer), and was assigned to camp out at the publishers offices, while the war raged, and report what the game was predicting.

April 16, 2010

Wargame company accused of “simulat[ing] violent combat”

Filed under: Gaming, History, USA — Tags: , , , — Nicholas @ 16:19

<sarcasm>I know, I know, it’s shocking to discover that a wargaming company produces games that “simulate violent combat“. You’d think they’d realize that nobody is actually interested in violence or combat, and especially not “violent combat”, as this game is alleged to glorify:</sarcasm>

One player racks up points by defeating Native American tribal leaders, the other by snuffing out settlements of English colonists. Capture Boston or Plymouth Colony? Victory is yours.

That’s the gist of “King Philip’s War,” a board game based on a bloody and violent clash of the same name between colonists and Indian tribes in 17th-century New England, and developed by a company partly owned by former major league pitcher Curt Schilling.

The game’s designer says he hopes to educate children and others about a war that cost thousands of lives but receives scant attention in history books. But some Native Americans want the game blocked from release, saying it trivializes the conflict and insensitively perpetuates a stereotype of Indian tribes as bellicose savages.

The people getting all hot and bothered by this are clearly people who’ve never even seen a board wargame.

Given that the game wasn’t going to see publication until MMP got enough orders to justify printing and distributing it, I suspect this will end up being another Streisand Effect in operation.

February 24, 2010

Roleplaying games, back-in-the-day

Filed under: Gaming, History, Personal — Tags: , , , — Nicholas @ 13:00

Jon, my former virtual landlord (and still host for my original blog archives), sent along a link to this article. Knowing Jon’s distaste for such things, he must have been grimacing when he clicked Send:

I was initiated into the mysteries of gaming via a grade school classmate’s copy of the Dungeons & Dragons Basic Set. A mysterious artifact, this red box contained a set of waxy, dull-edged dice and a couple of thin rulebooks. Designed to be played on its own or as an introduction to the complexities of Advanced Dungeons & Dragons, the Basic Set-or “Red Box” as it came to be known by gamers-became the key to an entire universe of adventure and magic. Little did I know at the time this would be the beginning of a lifelong love affair with gaming and fantasy in general.

With the news that D&D publishers Wizards of the Coast intends to release a new edition of the introductory rule set-in a red box no less-I thought it might be fun to ask a few writers about their own early experiences with the world’s best known fantasy role-playing game.

My first experience with the game was in high school, where a classmate found out that I was into wargames and wanted to “help me” by diverting me away from such evil warmongering stuff. His gaming methadone involved mass slaughter of beings and beasts in a “dungeon” he’d created. About a dozen of us were introduced to the game in the same session . . . let’s just say that it didn’t go terribly well. With no experienced players in the pack, we specialized in aggravating the Dungeon Master (the person running the game for us). After about an hour, the DM was deliberately killing us off as fast as he could.

I played several other role playing game systems after that, but never found one I was comfortable with. I ended up “rolling my own” by basing it on Metagaming’s Melee and Wizard games (both designs originally by the great Steve Jackson) for the combat and magic systems. I found this worked best for my occasional RPG sessions, as I hate-with-a-passion being in games with rules lawyers (the archetypical one has memorized all the rulebooks, tables, supplements, and so on). If I don’t explain why something is happening, they have to concentrate on what to do about it instead of getting into heated arguments about die roll modifiers and such.

In the early 1980’s, I ended up working at Mr. Gameway’s Ark in Toronto (which appears to be Google-proof . . . or doesn’t have more than occasional mentions in mailing list conversations), which was the largest independent game store in town. I got to read the rules of dozens of RPG systems, but perhaps I was spoiled for choice . . . I never did end up playing any.

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