Category Archives: Inspiration

Posts that potentially inspire gaming, terrain or other projects. Period photos or graphics, amazing gaming creativity elsewhere, and such.

Explaining The Rules

The boardgaming website Shut Up & Sit Down has an excellent, if slightly long, article on explaining the rules, and some of the hazards of being the explainer of rules. It ties in nicely with some of the things I’ve written here about running games at conventions and in other situations where players aren’t familiar with the rules in use.

The comments on the article have some useful followup and additional points, too.

More Horse Painting Links

I’ve linked to articles on horse painting before, starting with an excellent and now-vanished GW article, but I’ve just discovered a huge series of horse-painting related articles over at the excellent Trouble At T’Mill blog.

“A Horse of a Different Colour” is nine parts long, and goes into fascinating detail about how horses get the colours they do, as well as how to paint the beasts! Part One is an introduction; Part Two talks about markings, white and otherwise, and oddities like the “bloody-shouldered grey” horse. The whole series can be found in reverse order under the horse of a different colour tag over at Trouble. Finally Part Nine is entirely on painting horses, using the stuff discussed previously to get good, interesting horses.

And yes, my renewed interest in painting horseflesh is because there’s more RCW Cossacks on the painting table, as well as a unit of Cuirassiers for my long-neglected English Civil War/Thirty Year’s War army!

All Over By Christmas

Merry Christmas, Happy Holidays, Squamous Cthulhumas, or whatever other mid-winter holiday you celebrate!

Here’s a bit of family Christmas history to share. I might well have shown this off here on the the Warbard in the past, but I’m half-full of eggnog and can’t be arsed to search my own blog again on this Christmas Eve.

A relative’s World War One Princess Mary’s gift tin from Christmas 1914.

A South African relative was on the Western Front in France from Autumn 1914 onward, arriving as part of the first South African infantry contingent sent to France. These tins were the brainchild of the then-teenage Princess Mary, and sent out by the thousands to troops in France. James Elliot van der Reit was killed in action in April 1918, having survived nearly the whole of the Great War.

The tin must been returned to his family in South Africa, and was passed on to me a few years ago as part of the cleanup of my late grandmother’s house. You can see more notes and a larger version of the photo if you click on the photo and go to my Flickr account.

I was reminded of my tin (which usually lives tucked under my computer monitor) by a BBC News story about the tin boxes of gifts still sent to British troops; these Princess Mary tins were the first of what has become a standing tradition for the British military.

The Invisibility of Good Rules

No, not rules for Frodo sneaking up on Smaug with that useful ring of his (although possibly related), but the trick of having good rules that you know moderately well become invisible in play, so that you concentrate on gameplay and tactics rather than the minutiae of the rules.

This was prompted by something Sean, our newbie Through the Mud & the Blood player, said right at the end of last Sunday’s M&B-powered Russian Civil War game. I’m paraphrasing slightly, but he said something to the effect of, “I liked that the rules got out of the way and let you just play the game, rather than having to stop every two minutes to look up some special rule or try to interpret something out of a Codex that seems to contradict what’s in the main rulebook.”

This struck me as a useful expansion on something I’ve mentioned here before and long held as a personal tenant, that you should value flow of the game and fun value over nitpicking details of the rules you’re using. The additional thought is that good rules will assist with this process rather than hinder it. This might seem obvious, but it bears pointing out.

I posted this to the TooFatLardies mailing list, and Richard Clarke, the author of the Mud & Blood rules, replied, “Music to my ears. I keep banging on about how rules should be as “invisible” as possible, so it’s good to hear stories like that one.”

Any set of rules, even the most complex RPG rules, can become relatively invisible if enough people in the group know them well enough, but elegantly written rules let you pull the trick off faster. Off the top of my head, two other rules systems that become nearly invisible in play and are also personal favourites are the old fantasy battle game Hordes of the Things (a variant of the famous DBA) and the fantasy skirmish system Songs of Blades & Heroes from Ganesha Games. It’s also one of the attractions of playing an unfamiliar set of rules at a convention, where the details of the rules are the referee’s problem and you can concentrate on getting your troops to do things and rolling the dice when the ref tells you to.

Anyone got any other “invisible” rules to recommend, ones that get out of your way and let you concentrate on tactics and flow instead of the rules?

Further Great War Resources

Over a year ago, in July 2011, I wrote a long article called Great War Resources with links to the Internet Archive and other places you could find resources of interest to Great War/World War One wargaming.

Here’s a bit of a long-delayed followup, the result of an evening wandering the (virtual) aisles of the US Army’s Combined Arms Research Library (CARL) website. My original post mostly had material from the Internet Archives and just a bit from CARL, as I’d only just discovered that resource. CARL material is biased toward the last two years of the Great War, 1917 & 1918. Given that this is an American military library we’re using, it’s only natural it would have more material for the years when the Americans finally realized there was a war on and joined in. Also, there was a huge outpouring of studies and material from all the combatants as the war ground onward, and as I mentioned in my original article, on the Allied side lot of it was deliberately aimed at bringing the newly-arrived Americans up to speed as rapidly as possible in the harsh environment of the Western Front.

To get the best PDF files quickly from a individual CARL listing, use the pale blue “Download” button on the far right of the page, opposite the title. That’ll get you a PDF with a human-readable filename, which is useful. Using the red-and-white PDF symbol gets you the same file, but with a random alphanumeric filename, kind of hard to keep track of once it lands on your own hard drive!

The following links are a few from the CARL Obsolete Military Manuals collection I happen to have noticed that might be of interest.

One easy way to sort through the Obsolete Military Manuals material is to sort by date of original publication. I can’t find a way to save links to specific searches (they time out) but use the Advanced Search dropdown on the top bar (beside the search box) and then use the Search By Date function at the bottom of that dropdown. There’s a few random bits and pieces in the 1914-1916 range, then a positive explosion of material from early 1917 onward.

Found any treasures on CARL or elsewhere that I haven’t mentioned? Post them in the comments, please! (Note that comments are moderated, especially if they have multiple links in them, but I do check up on the moderation queue regularly!)

Always Good Advice

The Known Rule
NGR contains a large number of rules, and in the end it is not likely someone will have them all memorized. The rules of this game are only applicable if someone involved actually knows the rule (or claims to). If no party involved knows the rule then they obviously did not choose their course of action based on the mechanics. In such a case, the GM should issue a ruling and move on. You should never be looking up rules during play. Doing so results in -1 awesomeness for a player or +1 awesomeness to all players if the GM looks up a rule (per occurrence).

Apparently from a set of RPG rules called Neoclassical Geek Revival (hence, NGR) which I had never heard of before. I’ve been doing a lot of RPG reading recently, which is one of the several reasons things have been quiet here on the Warbard. I’ll probably start doing some RPG-related posts eventually, although this will always be primarily a wargaming blog, but sometimes you run across a great piece of universal gaming advice that just needs to get shared.

I’ve run fairly large number of convention games in the last four years or so since getting back into wargaming, and the above “Issue a ruling and move on” advice resonates exactly with what my experience of running games at conventions. People don’t (in my experience, anyway) game at conventions to learn every single detailed rule in a system. They might want to get a taste of a system they’ve heard of, or they might just be looking for a good game with new people and perhaps a genre/setting/scale they don’t usually play with, but regardless, bogging the game down by constantly referring to the rules is just going to wreck the whole game.

Play the game, not the rules. Momentum and energy matter more than the rules.

As GM/game-runner/etc, issue a ruling, be consistent in that ruling for the rest of the game, and keep moving.

If in doubt, roll something. Then keep playing the damn game.

My personal “convention season” is a late winter/early spring stretch, so I’m starting to consider games I’ll run in 2013’s conventions, and this quote strikes the right note.

The above isn’t just a convention/public game thing, of course. It should be a standard in every game, except possibly with a brand-new system everyone is still trying to figure out. It’s just even more important in convention games, because most of your players won’t know the rules, and you’re always (at least) slightly time-crunched at events. (It probably also isn’t applicable to tournament gaming, but I tend to regard tourney gaming as about as much fun as a trip to the dentist, so don’t personally care if it’s applicable there…)

(NGR is available here, and the quote I’ve used above was originally quoted over here on Jeff’s Gameblog)

Dogs of War

No, not the Warhammer-universe mercenaries, but the real thing, in real-world wars. The Library of Congress’ excellent Flickr account, where they share all sorts of treasures from their huge photo archives, put this image up earlier this year:

British Ambulance Dog, WW1
"Getting bandages from kit of British Dog (LOC)" via the US Library of Congress on Flickr. Click to go to the original Flickr page to see larger images.

"The animal seeks for wounded men lost on the battle-field; he searches in holes, ruins, and excavations, and hunts over wooded places or coverts, where the wounded man might lie unnoticed by his comrades or the stretcher-bearer."

That lead to some Google searching and the discovery of several interesting articles about military dogs on the Western Front, primarily as ambulance dogs or messenger dogs. There’s another LoC image on Flickr that has some very good links in a comment just below it, a few of which I’ve reproduced here.

The fascinating Out of Battle blog has a pair of posts from 2008, one on messenger dogs and the other on ambulance and other uses of dogs, with some further links and resources. Over on the always-valuable Internet Archive there’s a 1920 book called British War Dogs, Their Training and Psychology, downloadable in the usual variety of formats, including PDF with the original illustrations and diagrams.

I’m not (yet!) into Western Front Great War gaming, but if you wanted a unique unit amongst your trenches, a dog and handler could be done quite easily with a spare infantry figure and a dog — quite a number of manufacturers make dogs in both 15mm & 28mm. From the look of the period photos, most of the dogs were collie or terrier types, not very large, which makes sense. The ambulance packs could be sculpted with a bit of milliput or greenstuff, and a messenger collar would be even easier to add.

Unleash the dogs of war!

US Marines in Interwar China

Dusting off my sadly-neglected blog this Canadian Thanksgiving weekend to post a link to a very cool trio of old movies shot in the early 1930s by the US Marine Corp in China. The US (as well as the British, French and a few other Western powers) maintained military forces in China right up into the Second World War, including aviation forces.

I can’t seem to embed the videos, but head over to Leatherneck Magazine’s USMC Aviators in China article to find all three short, silent movie clips.

If you were looking for scenery inspiration, a lot of this footage is at fairly low level, and while it isn’t hugely detailed you could get useful inspiration for Chinese buildings and compounds by peering past the airplanes!

Hope any Canucks reading this are having an excellent Thanksgiving weekend. I’m trying to get back into the gaming thing after a summer and early fall of practically zero activity, so more content soon, hopefully!

Two New Books: Britmis & The Great War on the Western Front

My most recent order from Naval & Military Press showed up this week; just over three weeks enroute isn’t bad for surface shipping from the UK to western Canada.

This time I got Britmis: A Great Adventure of the War and The Great War on the Western Front: A Short History.

Britmis is an NMP republication of Major Phelps Hodges’ memoir of his participation in the British military mission to Siberia during the Russian Civil War and subsequent escape through the Gobi Desert to China when the Russian Civil War started going very badly. It has the gloriously Edwardian sub-sub-title “Being an account of Allied intervention in Siberia and of an escape across the Gobi to Peking”, and in addition to being interested in the Russian Civil War generally, I’m a sucker for any book with sub-sub-titles or chapter sub-titles that start with “Being an account…”, so I expect Britmis to be a fun read.

It’s a chunky little trade paperback, 365 pages or so and includes photographs taken by the author during his adventures. I read Beasts, Men and Gods in e-book a while ago, and Britmis looks to have a lot of the same flavour and interest!

The Great War on the Western Front by Paddy Griffith is one of the standard modern texts on the Great War, “revisionist” in the best sense as Griffith works away at the old myths that the Western Front was nothing but pointless slaughter and stupidity. I won’t be getting to this one for a while, but NMP had it on sale at an absurd discount (their regular price is pretty good too, mind you!) so I couldn’t pass up the chance to add this one to my library.

Pulp Atmosphere

Urban pulp is often about the dark alleyways, the gritty industrial districts, the shadowy corners, the threatening figures in fedoras and trenchcoats lurking in the misty dark… so here’s a pair of photos from Shorpy that just ooze that sort of atmosphere!

Via the always excellent Shorpy, a very atmospheric streetscene in Pittsburgh.

Pittsburgh Noir over on Shorpy, just in case the hotlink doesn’t work. (Sometimes Shorpy links work beautifully. Sometimes they don’t work at all…)

More noir-ish images from Pittsburgh, via Shorpy. Sure, they’re from 1907, which is technically early for the sort of pulpish goings-on that interest us here at Warbard, but close enough, and awesomely atmospheric!

And again, Shadowland over on Shorpy.

Having just been away for a week, and July having been awfully slow on the wargaming front around here, I hope to resume more regular posts soon, as I get back into gaming regularly. Still, that seductive summer heat will keep luring me out outdoors (you know, the bright room with the blue ceiling and lousy wifi reception…) so the summer doldrums might last a bit longer. We shall see. In the meantime, go explore Shorpy, there’s a huge amount of great stuff on that site!