Author: jimwallman

Playing With Toy Soldiers

As everyone knows, recreational wargaming with toy soldiers (or ‘miniatures’ are they are euphemistically known)has been around for at least a couple of centuries, and arguably much longer.

It has been the rise of Warhammer, created in 1983 by Bryan Ansell, Richard Halliwell, and Rick Priestley, that has gradually brought the practice close and closer to the status of a mainstream recreational activity – and not just one played by socially-awkward pre-teen boys. Film stars and influencers now often openly admit to a fascination with painting and playing with colourful toy soldiers in the now well-developed fantasy setting.

Over a slightly longer period than this, Dungeons & Dragons has similarly come into the light in a huge resurgence both in playing and in public awareness. And again, role playing with toy soldiers is the attraction.

My wargaming with toy soldiers dates back to before D&D and before Warhammer, to the era more influenced by Don Featherstone’s 1962 book “Wargames” and published rule-sets like the Wargame Research Groups’ Ancient Wargames rules. But don’t panic – I don’t intend to go into a tedious nostalgia trip at this point.

There are still many thousands of wargamers who continue to wargame historical subjects outside the Warhammer universe, and in recent years they too have flourished (perhaps there is some synergy between the various tribes of toy soldier fans) – with many hundreds of sets of wargame rules and thousands of different miniatures in metal, resin and plastic on the market. Anyone who likes to play games with toy soldiers can pretty much play in any period in human history (from stone age to the present day) and beyond.

So what?

Every so often I get the toy soldiers out and remind myself of the pleasure they give me. Most of my gaming activity is professionally designing, writing and facilitating serious games on often very serious real-world subjects. This is stimulating and engaging and a love my work. And sometimes it can even be described as ‘fun’ (though we like to call in ‘professionally satisfying’). However, all of this creative designing of games to a specific purpose leaves little room for genuine playfulness.

And so I look for some specific things when I get the toy soldiers out which may be different to some (if perhaps not all) other wargamers.

  1. I’m looking for my toy soldier games to give me the opportunity to create for myself, or myself and my friends, a believable narrative. Like many forms of creative entertainment, the willing suspension of disbelief principle applies here just as much.
  2. If I’m playing an historical game I generally want it to reflect my reading of the history. Wargames that are just themed in an historical period, can possibly be fun, but fundamentally unrealistic and focussed only on generating a ‘fun game’ are what Paddy Griffith (founder of Wargame Developments) used to call ‘mere games’ – that is games that contain no discernable element of historical simulation.
  3. If I’m playing fantasy or science fiction, then I’m looking for internal logic. So many games in these genres lack that internal consistency that they to can also be described as ‘mere games’ – they can be so abstract or random that it is hard to find that important believable narrative.
  4. I want something easy(-ish) to play and which moves on at an entertaining pace. I spent far too long in my early game designing and wargaming life writing and wrestling with over-complex, slow moving game systems in search of ‘total realism’. Of course, as is now well understood, there is a spectrum of playability-realism (recognised officially in the MoD’s Wargaming Handbook, no less!). And for my own recreation, I’d say I’m probably around two-thirds of the way towards the ‘playability’ end of that spectrum. EDIT: As John Salt has just pointed out to me – the trope that playability and realism are in some way mutually exclusive (hence a specturnm) is also often a cover for poor or lazy game design. It is, of course perfectly posisble to have a playable and realisic wargame – and this shold be the aim of every designer of wargames. On reflection I would perhaps suggest that the spectrum perhaps is more one of deciding how much abstraction you are allowing into your game. Finding the correct balance of abstraction and complexity for the purpose of your game is, I suggest, a core element of good game design. Of course you’ll have had to decide what that purpose is, and that is a longer discussion.
  5. Personally I need multi-player games. Two-player adversarial wargames leave me cold. And, when you think about it you can see that creating an interesting narrative is so much easier to do so with other people jointly, which leads me on to…
  6. Ideally I look for a cooperative wargame. Cooperation to achieve a goal is very satisfying, possibly the most satisfying way to enjoy playing with toy soldiers. And there are those who say “…but surely war is all about winning. Adversarial play is essential so you know who won.”. To a degree – but the adversary does not need to be another person – it can be a situation, an AI, a card deck or a scenario. Or the game can be GM’d like a D&D session. So many other ways of playing wargames with toy soldiers than just two players facing each other across a table chess-like. And the growth in cooperative board games is perhaps evidence that I am not alone. Plus I don’t care who won.

My criteria for what I look for in a wargame with toy soldiers are, of course, highly personal. I recommend the reader ask themselves what they really look for in their toy soldier game and are the games they are playing really what gives them joy – or are they left feeling stressed, embarrassed or defeated by complicated, expensive games in which you are always beaten by your more experienced friend.

Elephants

For me the pachyderm in the playroom is painting toy soldiers.

I feel that the toys are just representational markers, so painting them with loving (or even obsessive) accuracy has never been a priority. In my mind there is a toy soldier painting spectrum.

I often describe my painting technique as ‘colouring in’.

One of the things that can be discouraging, especially for newcomers, is the very high quality of toy soldier painting out there as seen in magasines or youtube videos. If you attend a wargames show like Salute in London’s docklands you will see tens of thousands of superbly painted toy soldiers. I usually find the experience dispiriting because I have neither the skill nor the patience to come even close to that standard.

However, do not be downhearted.

Those of us in the Toy Soldier Wargame Liberation Front say “Do not let those amazingly good painters oppress you with their talent and skill! Embrace the spray paint can – armies can be both Red AND Blue!”

Of course it almost goes without saying that for those of you with slightly deeper pockets and an unfulfilled desire for painted armies, ebay is your friend. Never be shamed into thinking you have to paint your own toy soldiers!

As ever, it is the game is the thing – everything else is there to help you enjoy playing and creating entertaining emerging narratives.

Do whatever works for you!

BRINGING ON THE NEXT GENERATION

DO’S AND DON’TS IN A NEXT GEN MENTORING WORKSHOP/SESSION
(Mostly Don’ts!)

For those of us who have been doing the game design thing for a long time (too long some might say) it is (to me at least) important to make efforts to bring on the next generation of game designers and encourage, support and mentor those who might want to learn from our experiences. This might be helping out with playtesting, running workshops for new designers or presenting at conferences, workshops etc. There are some things I’ve observed (and done myself) that are helpful, and perhaps less than helpful, when supporting the next generation of game designers.

I have come up with a number of insights from my experience that might help game design grognards [Definition : ‘grognard’ someone experienced enough to know better.] when they are working with, supporting or mentoring new designers. These are not rules as such, more like guidelines.

1. MAKE SURE EVERYONE IS HEARD.  If someone is quiet then encourage them to participate by asking their opinion.  BUT be careful of ‘searchlighting’ (i.e. putting them in an uncomfortable spotlight).

2. Don’t mention someone’s appearance.  Ever. Either referring to those present or as part of an anecdote (“I met this really good-looking man the other day”).

3. Don’t mention someone’s age.  Either directly or inferred.  Especially be VERY aware of your own assumptions about youth & gender and implied inexperience.  I.e. “Good idea young Jim-lad” is patronising at best.

4. Personal banter is risky.  You may know another member of the group really well, but continually referring to that closer relationship (especially with banter and ‘in jokes’) is potentially exclusionary for the other participants.

5. Keep your Flak guns silent.  Shooting down stupid ideas is not allowed.  Also do not shoot down dumb questions.  Dumb questions are better than dumb mistakes later. [Definition: ‘Flak’ is an anti-aircraft weapon, used for shooting down enemy aircraft].

6. Do not explain how you would do it better.  If you are the expert in the room it is a given that you know how to do it, you have nothing to prove.  Instead guide the participants towards their own solutions by skillfully using open questions.  Also your solutions or methods may not be the best (or only) approach – be open to learning yourself.

7. There are brain cells in the room.  The participants are intelligent and bring knowledge and experience.  It is better to assume they already know something before you explain it to them.  “Are you familiar with the events of the Munich Crisis?” gives them a chance to say “Yes it was the subject of my doctoral thesis” BEFORE you launch into a long (and no doubt fascinating) exposition.  In short, do not ‘mansplain’.

8. DO STOP TALKING.  No really, please stop. Mentoring is not a casual conversation.  Also when you do speak, keep it SHORT and RELEVANT.  This is a genuine challenge for the experienced and knowledgeable subject matter expert who is bursting with experiential anecdotes and wisdom.  Rigorously self-check with regard to relevance, and if in doubt save it for the book/blog/podcast.   “When I play wargames with the great Peter Perla” is not relevant in the mentoring context.  Reference other experts, naturally, but only to signpost their work.

9. Obscure references do not help development.  Especially with an audience new to the field.  However, respectfully check in with them.  For example – “Have you heard of a wargamer called Don Featherstone?”  <blank looks>  “Well, he was a famous wargame writer in the 1960s and 70s and he always advised….”  OR <nods of recognition>  “Don Featherstone always said…”.

10. ACRONYMS ARE EVIL.  Designed to provide a helpful shorthand, like technical jargon, acronyms often work as a tool for excluding the uninitiated – and can work brilliantly to alienate and exclude.  Avoid using them at all in sessions, or, if unavoidable ideally PAGBITS  (Provide a Glossary Before Introducing The Session) or explain them on first use.  

This might look like a ‘Top Ten’ but I’m sure there are a lot more than 10, so feel free to add your thoughts in the comments!

Rules of Engagement

I have become increasingly interested in how we make sure that the game experience is the best and at the same time ensuring diversity, inclusivity and good behaviour.

I hope to write much more on this soon, but in the meantime I thought this might be a good place to share the new Stone Paper Scissors commitment and ground rules for behaviour at games we organise and run.

Documents like this are not cast in tablets of stone, but act as a baseline – becomeing refined and, if necessary, expanded as circucumstances change or as a result of experience.  We also aim to keep the ground rules as simple and clear as possible.

What guidelines like this must not become, in my view, is a sterile policy document created for the sake of form. It must (and in this case does) actively reflect day to day practice and be a realistic reflection of what we actually do.

Much of this has been influenced by the Derby House Principles, and by the standards set by the Swedish Sverok codes of conduct.

STONE PAPER SCISSORS GROUND RULES

WHAT YOU CAN EXPECT FROM SPS

  • to have a professionally facilitated and managed game experience.
  • to make your own choices within the game and its rules
  • to be listened to both in and out of games.
  • a safe friendly environment free of physical, verbal, and emotional harassment.
  • to not be subjected to aggressive, argumentative, racist, sexist, transphobic and homophobic behaviour or language.
  • to have your property left alone.

WHAT WE EXPECT FROM PARTICIPANTS

  • to participate as fully as they can.
  • to participate within the framework of the game provided.
  • to listen to other participants both in and out of games.
  • to contribute to a safe friendly environment free of physical, verbal, and emotional harassment.
  • to not be aggressive, argumentative, racist, sexist, transphobic or homophobic in behaviour or language.
  • to respect other participants’ property.

In order to keep our events safe and successful, attendees are expected to respect the ground rules. When you attend, you hereby agree to respect the rules above.   Participants who are unable to meet the expectations above (especially with regard to behaviour) may be asked to leave without refund.

 

 

The Economics of the Madhouse…

Are we running megagames for fun or profit?

It has been a while since my last blog post (life getting in the way of blogging) and following a recent conversation with a friend, I thought it time to write something about the economics of running megagames… at least from my perspective of being involved in designing and running games in the UK.

There are a number of key costs involved in designing and putting on a megagame.

Venue

This is often the big one. When we run a megagame there are a lot of factors in choosing a venue above its suitability for the game itself, including availability, location, access to public transport, accessibility, parking, comfort, catering space, facilities and the helpfulness of the facilities staff.

All of these have an impact on the price.

A basic hall with minimum facilities in a suburb with limited access to transport links might be as little as £500 for a day, a run-down church hall miles from anywhere, £50. A venue with catering, full accessibility and in the centre of a city will cost anything from £2,000 upwards (I was quoted £8,000 for a central London venue a little while ago).

The other critical factor with venues is the up-front cost. The organiser (whether the designer herself, or the supporting group organising the game) will have put a substantial deposit up for a venue, especially the expensive ones, often long before any revenue from player fees has come in.

This is a big financial risk.

Administration

Running a megagame is more than just rocking up on the day with a box of components and running a game.

Someone needs to:

  • design the game.

  • produce, gather and collate the components, including printing of maps.

  • print off and /or email background and briefing notes.

  • buy tea, coffee, milk, sugar, other refeshment ….

  • promote the event.

  • to recruit and manage participant enrolments.

  • manage refunds, cancellations and role casting.

  • check and book the venue.

Using booking systems such as Eventbrite may save time but these have a fee charging regime. And someone needs to make sure Eventbrite has the correct information.

Most of us take payment via PayPal, which also charges for the service (2.9% at time of writing).

This all takes time and effort.

Administration is a non-trivial task.

People’s time is a cost whether they are being paid in money or not. Even if they are doing it themselves (or have a willing friend or friends), the organiser is using enthusiasm and energy and, in the case of their friend or friends, the goodwill of others.

Personally, I think the person doing this should be acknowledged and recompensed in some way for their time, even if this is just a token sum.

Time

For most designers the megagame is not their day job, and they don’t expect to be paid for the time spent on the labour of love that is a megagame. However, it is worthwhile considering the time cost of the design effort. Based on some timekeeping I did a little while ago, I find that a new megagame might take a minimum of between 150 and 250 hours of designer time, not counting playtesting and administration. Many designers I know take a lot longer.

And to understand the value of this time is important – game designing is not just a simple manual task, but challenging creative work. Consider what you would be paying for, say an artist or a writer for that sort of effort. Even at minimum wage (currently a derisory £8.72 in the UK) the 150 – 200 designer hours comes to over £2000 worth of effort. And this is generally for a one-off game; repeats are relatively few.

Materials

We all love beautiful game components, whether they are paper, card, plastic or wood. Creating and printing components is a significant cost. Ink is expensive – a colour printer ink cartridges costing £12 a shot and soon mounts up when printing large full-colour maps. Even outsourcing map printing is not necessarily cheap. AND once again its the many hours of printing, assembling, cutting, laminating etc. This all mounts up.

Recently we costed the production of ‘Watch The Skies’ in terms of time and effort. It takes around 40-50 hours of effort and around £250 in materials.

The Game Fee

So how does the costs of a stereotypical 40-player megagame break down compared to what is typically charged for a megagame (as at 2020 anyway):

What megagamers often think the costs are

What it costs if we were being realistic.

Venue Hire

£500.00

£500.00

Materials cost

Nil

(“you only have to print up some stuff, right?”)

£250.00

Production time (40 hours)

Nil (its just a hobby after all)

£350.00

Designer time

Nil

(“Yeah, but you love doing it – so why pay you?”)

£2,000.00

(at minimum wage rate)

Administration (including PayPal fees)

£40.00

(“PayPal / Eventbrite does all the work”)

£100.00

Total

£540.00

£3,200.00

Cost per player

£13.50

£80.00

Normal Game Fee

£30.00

£30.00

Player’s reaction?

These megagames are too expensive!

Oh my, what a bargain

And if you substitute a more expensive venue in the table above, it shows that even in the first column the game fee is barely covering the cost of the venue alone.

It quickly becomes obvious that running megagames isn’t something that easily generates massive profit, which probably explains why many megagames are being designed and developed by hobbyists in their free/spare time. Repeat games make the whole thing more financially bearable, but it is still a very fine line between turning an actual profit and subsidising the game. Even very popular games can need subsidy due to unforeseen circumstances, especially when there are significant numbers of no-shows or drop-outs at the last minute – the margins can be tight, especially for smaller games. And where the venue is an expensive one the decision to press on might mean that even if there is a financial loss, it is less than the loss involved in cancellation.

Risks of Cancellation

When the designer or organiser decide to cancel and return the game fees, once again, the administration costs are all lost. PayPal for example no longer waive the fees on refunds, so designers are in the invidious position of either not refunding the whole amount, or taking on the chin the lost fees. A cancellation will also mean losing a deposit on the venue.

How to run a ‘profitable’ megagame:

There is a way to run a megagame that doesn’t make a loss, and that is to run it multiple times. Some of the costs remain, but they can be minimised as well as spread across multiple games, for example more durable and therefore reusable game components.

Of course, no megagame designers I know design and run megagames primarily for profit – they do it for the laughs, for the joy of seeing their creation in action, for the kudos of having put together something as magnificent and exciting as a megagame.