The
new name for our rules publishing division, Sergeants 3, will certainly be no surprise to the many gamers who
know me quite well. For others, let me clarify.
In
1939, my father took me to a movie theatre in downtown Chicago for the
premier showing of "Gunga Din". The exploits of Sergeants Cutter,
McChesney and Ballantine, and the Bhisti, Gunga Din, etched images in
my young mind and soul that have stayed vivdly with me to this very
day. I still firmly believe that film is the finest movie ever made.
Even today, when I view "Gunga Din" (which I do regularly), the sound
of the pipes playing and the Highlanders singing "Bonnie Charlie" still
manages to raise the hair on the back of my 75 year old neck. And for
those of you who consider my game rules "too Hollywood" you are exactly
right. And now you know why.
"Good job, Bugler".
"The Birth of Some Rules" ~ by Larry Brom
One
of By Jingo!'s illustrious editors who shall remain anonymous has
asked, nay insisted, that one of my first essays be a history of, and
the motive for, writing The Sword And The Flame. I have reluctantly
agreed to do this, but my better judgment gives me the sense that most
gamers, like me, do not want to hear some lofty, pompous,
"world-famous" rules author expound on the " soul-searching",
"gut-wrenching" and "inner turmoil" associated with the creation of his
true work of art. So, let me merely say that I wrote my first set of
published rules because at that time colonial rules were almost
non-existent and the one set I knew of did not suit me.
I
became very interested in Colonial gaming in the early 1960's with the
advent of Holgar Ericson's 25mm painted (not very well) SAE (South
African Engineers) war game figures. I made the discovery of these
"gems" in a toy store in NC when I went in to purchase some doll
furniture for one of my daughter's birthday. Those amazing figures -
resplendent in their orange boxes (about 16 or 17 infantry figures to a
box) and costing about $2.50 per box, almost bowled me over. Strangely,
this store in North Carolina had among their sets of mainly ACW troops,
one box of British Colonials in scarlet tunics and white pith helmets,
and 4 boxes of charging Zulu warriors. These five boxes were the start
of this whole Colonial madness. (By the way, I did get the doll
furniture too, for those of you who were wondering but, I can't recall
the color or price!)
I now had the figures and the interest, but ahh, the rules.
I
had been a subscriber to Jack Scruby's publications with many home
grown rules and game concepts and in 1965 joined Doug Johnson's
Colonial Society Bulletin (now Savage and Soldier) that offered
additional colonial gaming ideas. To this point the only published set
of gaming rules I had ever seen was a reprint of H.G.Wells' Little Wars
circa 1913. Then, in the late '60's, I came across (whether in a
magazine or a booklet) a set of Colonial Game Rules from England. I
have no idea what they were titled but they were a well-crafted little
set in the classic style of British game rules of that era. I had
acquired more colonial figures by this time so I coerced my one gaming
friend into having a go at colonial gaming. We eagerly played 4 or 5
games with this wonderful new rule set, having great fun but then
realized that neither of us wanted to be the native force ! Where was
the challenge ? Once the forces of the Empire were formed and ready and
the Dervish or Zulus got in range, it was all over. Historic, but
discouraging! No wonder no one played "colonials", no one was doing
rules, and there weren't many figures available. Shortly thereafter, my
friend moved out of the area and with no one to game with I
concentrated on building more mainstream armies; ACW, Napoleonic and
Franco-Prussian, and developing my own rules for each period.
It
was now the early 1970's and more and more rule sets for miniature war
gaming were available. Most of these were from Britain and a few from
the U.S. (the ones I knew of). So I purchased a goodly number, played
games with a few, and read all of them. Slowly, in my view, it became
apparent that something was lacking . But what? Most of these rules
were well crafted, offered some interesting mechanics (like "saving
throws", which to this day still mystify me), introduced morale, some
form of command control or influence, utilized masses of modifiers and
myriads of other concepts to make table top games more "realistic".
Then
came the revelation. I wasn't having any fun!! I was too busy with the
game mechanics, thumbing through pages and cross referencing chart A.1
with C.2-e. Then and there I decided, no more. I would design my own
rules for my own enjoyment. I would go back to my first love, British
Colonials. I had small armies - all I needed were some rules and since
I had been doing home grown versions for some time, I commenced.
All
the rules I was aware of, and my own that I had written, were subjected
to serious scrutiny based on what I thought I wanted to do with
miniature painted military figures on a game table as a hobby and to
have some fun. After some months, I settled on the five things I
desired in a set of rules that in my opinion did not exist in the rules
I knew of in the early '70's. Simply put, these factors were Enjoyment,
Playability, Drama, Excitement and Historical Flavor.
Curiously,
after I pinned my quest down to these issues and went back and scanned
all the rules I was aware of, none of them made any reference in their
Introductions or Designer Notes to these factors (and most of today's
rule sets don't either). At that point, I determined I was out of the
mainstream of miniature gaming and always would be. So, I could just
design rules for myself using the above criteria, and relax and enjoy
the hobby
Early
in 1978, S. Craig Taylor contacted me (he was with Heritage Models in
Dallas at that time) about the possibility of doing an introductory set
of game rules for the Colonial era to be issued with miniature figure
sets for the same period. After some more phone and letter
communication, in June of 1978 I signed an original agreement and
started on the rules; sometime between this date and the actual release
of the rules in 1979, Taylor ended up with Yaquinto Games in Dallas.
Because
these rules were designed 20 years ago, I would be hard pressed to
share the exact reasoning and thought processes involved in the
complete creation of the rules as they finally evolved. Other than
always keeping my five main considerations regarding gaming rules
uppermost in the development of the overall concept, I will highlight
three issues I was determined to address with this, my first published
rules attempt; 1) alternate movement (you move, I move) and firing (you
fire, I fire), 2) excitement of hand-to-hand combat (most games didn't
have it) and 3) measured move distances, i.e. (infantry move 6",
cavalry 12", etc.)
I
knew from the start there had to be Random Movement in some form or the
other. Most games at that time did alternate movement. How wonderfully
choreographed, while you are moving your units I leisurely watch every
troop disposition and calmly plan every counter move I will make when
it's my turn. No surprises, no hurried response from me and no
excitement! I toyed with a number of techniques; How about an
initiative roll (quite common now, but not in the '70's), high roll
moves first ? Maybe not only high die moving first but actually moving
that number of units? Make up "movement" cards by writing the name of
each player's units on an individual card, shuffling them in a deck,
turning them over, flipping the top card and moving that unit. This was
the procedure I was going to use when one of my daughters asked, "Dad,
instead of going to all that trouble, why don't you just use a deck of
cards"? Now, I'm no fool, I know a brilliant idea when I hear it, and
so my famous, "random move card innovation" was born! And it still
exists today in many, many successful forms thanks to a young girl's
common sense. The card deck also addressed and answered the random
firing issue - same technique, same randomness. I was well on my way to
the rules concept I wanted.
I
have always believed that the most exciting moments in any wargame are,
and should be, the hand-to-hand combats. These are the culminations of
all our planning, maneuvering and evolutions on the table top. To close
with the enemy, drive him from his positions and exert our moral
superiority over his forces and win the day. The dullest
close-in-combats I have ever participated in, or seen, in the past (and
even today), are those where wonderfully painted figures or units with
colors flapping in the breeze close with an enemy with shouts and
screams, bayonets flashing, then comes a halt to resolve the combat
phase which usually goes something like this; count the number of
figures or units, consult the charts for point values, calculate a
dozen plus or minus modifiers, eventually come up with a number value,
then each player rolls one multi-sided die and a high total number wins
the melee' with one die roll!! Where is the suspense, where is the
drama? There is none! Any game system I have ever designed settles
close-combat ultimately by pitting figure against figure or stand
against stand and opposing players roll six-sided dice with simple
modifiers and the high total wins; this is for each pair of opponents.
A lot of die rolling, I know, but this is a contrived game mechanic to
accomplish one thing - excitement. In our hobby of gaming with
miniature figures we are pitting our skill, concepts, knowledge and
luck against an opponent in simulated combat on a table top. My theory
of eye-ball to eye-ball confrontation by rolling as many dice as we can
for individual combat resolution is the closest we civilized beings
will ever come to actually crossing swords, bayonets or tomahawks. And
talk about suspense, drama and excitement , at any convention ,
anywhere, if all of a sudden one game table erupts in loud cheers,
groans and finally exultation, the high probability is that a melee
matching man for man or stand for stand was just culminated. I know
because that's what happens at my games and I will guarantee it !
Measured
move distances are probably the strangest aspect of gaming rules that
we have ever embraced. The idea that two armies or forces on any given
table top would always all move at exact precise distances is, and
always has been, incredible to me. I won't even address historic
justification that this is a fantasy, but merely put the issue into the
framework of wargaming. Of course, control freaks love measured
distances. It is absolutely wonderful during a game to have enemy
cavalry on your flank and by firing a battery at them (you had to
measure the range, of course) you know they are 48" away. Since they
are cavalry in line and move 12", you smugly know that you have 4 turns
to prepare for their attempt at outflanking you. What an exciting
challenge! No risk, no drama, and it's a piece of cake. But not for me!
I did, and still do, favor some form of random move distances in all
the games I design and play to offset this artificial concept.
Once
I had incorporated these major issues into the rules system I was
formulating, I was close to completing the first draft of the rules.
What remained was the tedious detail, formatting, and integration of
all the charts and other necessary minutiae that encompass the creation
of a workable, playable rules system that reflects a designers vision
of battle in a particular historical period. Through all these phases
of fashioning the rules framework are the endless and repetitive
play-tests, play-tests, and more play-tests. This is the key to a
workable, playable set of rules. And the correct group of play-testers
is essential. I was extremely fortunate to have the Jackson, MS. War
Game Society at my beck and call (ha!) This group was the most
stubborn, opinionated, argumentative gathering of gamers the world has
ever known and could tear apart any set of rules in two turns or less
but, if you could hang in there with them, their revisions and
suggestions were almost magic.
The
first rough manuscript was submitted to the rules editor July 3, 1978
for his review. After lengthy dialogues between us, a 2nd draft was
submitted August 28, 1978. The 3rd, and final, rules draft was sent to
Yaquinto on January 22nd, (shades of Ishlandwana) 1979. Sometime that
summer the rules were produced and released to the gaming community.
If
you have stayed with me through all of this, maybe you have a feeling
of how and why I created The Sword and the Flame rules. I have always
been very pleased with the mostly positive response to them and
appreciative of all of you stalwart gamers who were willing to take a
chance on a rogue set of rules and played, endorsed and enjoyed them
through the years. You realize, of course, that if you read this
article, play Colonial games and embrace a slightly different approach
to gaming, you are a renegade, an outlaw and outside the "main stream"
of miniature war gaming. But have courage, my comrades, we are a force
to be reckoned with and our numbers are growing. So, roll the dice,
randomly move and enjoy yourselves, the game has just begun.
(Originally published on the web at By Jingo! in 1999)