Wednesday 21 August 2013

Factionism: Wargaming Bread and Butter or Burnt Toast?

There isn't enough vomit in the world...

The intention is to hopefully avoid the next 3 or so articles descending into GW bashes, but I can't make any promises. It just so happens that the 3 things I'd like to talk about over the course of these few days (week, month or however long) are examples of how not to needlessly damage the appeal of a wargame, and GW just so happen to be a fantastic example of how this can go disastrously wrong. Especially since the really bad writers of the GW Dev Team got on board (Ward and Cruddace particularly), GW are hitting meme-tastic levels of awfulness.

This particular one has a few aspects, so it's worth discussing these before moving onto the examples. Wargames revolve (obviously) around conflict. Conflict on such a scale requires two or more factions who cannot at that point possibly resolve their issues through any other means, in order to sustain the concept. You could play one off battles, the Historical bunch sometimes do, but nothing beats a setting where a large amount of conflict, if not infinite, takes place. In such circumstances, it is a given that the factions involved will have their differences. Perhaps they fight in different ways, perhaps the nature of each is in flux. One thing is certain: most Wargames play up the differences for all they're worth.

To an extent, that is expected. Most people are glued to the allure of stereotypes, clichés, and abstractions. Often, general attitudes are attributed to factions, rather than particular details, which may be mentioned as fluff. This is pretty much the only sane way to do it, because adding in additional detail to something that largely needs to be visceral is often counter-productive. Thus most fantasy/sci-fi wargames have factions that inhibit a particular aspect of personality/ethos/attitude and usually particular preferences to wargear. This is usually a good thing, because people can enjoy the different experiences, and can feel the difference when playing different factions.

Done badly however, this concept can easily become more or less the point of the game. Whilst most players will want a particular faction to be "their" faction for playing the game, the motivations often revolve around sales of new miniatures, or emphasis on new gimmicks, encouraging trends or fads, and generally getting people to feel empowered or inadequate. This seems to be a potent business model if anything else, but is it?

I'd argue that it actually isn't.

In the short run, perhaps this encourages the well-known pack instincts, brutal indifference and arrogant pride of gamers, but it really just breeds a culture of insecurity. Games Workshop, for instance, consider themselves "sellers of miniatures" and try to underplay the importance of the horribly shit rules that accompany them as secondary, and this does show incredibly well. They seem to have no idea how to make an actual wargame these days. They bring out a core system, which they proceed to completely undermine with Codex releases. Encouraging shifting faction combinations, only acerbated by the blatant and overly emphasised inclusion of allies. 40k in particular is a case in point. How much thought went into the allies system? Well, Ward invariably made sure all of his Codexes were more or less allies of convenience. The rest he took from the WHFB allies system, which itself was likely largely nabbed from some Grand Tournament material.

Warhammer 40,000 and Warhammer Fantasy Battle have both gone from games with extreme faction isolation (even within groups that should really be fighting together) to a clunky, exploitable and largely pointless system of faction interbreeding, overcomplicated by the inconsistent, badly written, and completely imbalanced Codexes. With the new Rulebook, there was potential to standardise a large portion of the rules, and take things such as special rules, weapons, and alliances into a consistent and thoughtful framework. It would be generous of me to say that this was attempted. To be more accurate would be to say a small portion of this might have been realised, very likely by accident.

That is not to say that Warmachine and Hordes are much better for this, although they do try to address the differences in factions with much greater attention than GW even bothers with. Warmahordes are far more loyal to their core ruleset, and more consistent towards it, aside of the GW-like anti-upping, and faction difference that is equally inevitable. Some rules are standardised, and readily available, but many arent.

Faction difference is inevitable, but is it a problem? Well, it depends. On a how to mess this up example, the best one without doubt would be 40k. That game is a total mess, and was worse in 5th Edition. Given enough time 6th Edition will likely be just as bad, if not worse. It's turning into a mongolian clusterf*** of positively epic proportions.

As far as I'm concerned, if a wargame hasn't got a consistent core, or loses one because of emphasis upon faction difference, then you really have a problem. A core ruleset is far, far more important than making a faction feel more different than the next one. Within a core ruleset, this can even be done. Most rulesets, even offending ones in this case, manage to standardise some difference by including it in the core. It isn't just a matter of it being there so you can see it though, it gets right to the heart of the matter. If you need to change the way your game plays by making faction change massive, then your wargame is a waste of time.

Good faction writing is all about utilising the core ruleset to offer difference in a way that works. Sticking it closer to the core makes balance more likely, and regulates what can be done. Sure, anti-upping is reduced, but is that a bad thing? Besides, new ideas can be introduced, but they must work within the logic of the Core and not undermine the point of it. Necromunda, for instance has House Gangs, where difference is tracked through in-game mechanics. It's not perfect, but it shows the idea's potential. Whereas the real bugbear is the Outlanders gangs (Skavvies, Redemptionists, Spyrers, Ratskin Renegades, Pit Slaves and Enforcers), where factions start getting special rules. Most of these come with heavy downsides, which is more effort to balance than GW has bothered with since the late 90s.

Still, the true secret to making factions is to stick as rigidly as possible to a pre-determined set of guidelines. If factions are going to get special rules, all factions should. All benefits should be relative: it's hard for some benefits to not be more useful than others, but they should be of equal value in some way. If new equipment and rules are brought in, they should be considerate of all factions. Never, ever, update the core via the rules of a single, or more up to date factions. If your core needs updating mid-way, you're doing it wrong.

Above all else, difference shouldn't exist for the sake of it. Have logical reasons why they are worth including. Difference impacting rules is fine, but don't overdo it. Wearing woolly hats isn't enough to make your faction any better in cold conditions automatically, unless your faction is actually used to cold. Good factions will provide ying to another's yang, but make sure that other factions don't get advantages because some factions are over-specialised towards a specific enemy. Make sure all factions stand a fair and even chance against any faction.

Use the core ruleset wisely. Make sure rules set up a logic that you are always loyal to (that way rules issues are easier to resolve), and that is always consistent. Only include universal weapons and upgrades if they actually are universal to all factions (or at least parts of each combined means they are universal to all factions). Make sure that factions are not undermined by certain battle types, unless there is good reason for it. Encourage players to get the feel for factions. If some factions are more difficult to master than others, provide incentives or options that allow those factions tactical flexibility, even if they appear weaker.

Always remember that no faction is bigger than a setting. All factions are interesting if done well, and a good faction will sell itself. There is no need to oversell something that is obviously cool already when other factions deserve equal attention if not more because they are less obvious. Why do GW still, for instance, exert so much effort to push Space Marines, when they are so cool anyway that they sell themselves? The more they waste their time beating a dead horse, the less time can be spent on development that is actually useful. Not that I want to encourage the current Dev team to do much development to other factions. Other factions are actually still interesting, and it would be nice if they stayed that way.

Saturday 3 August 2013

Organisation, Organisation, Organisation: Venues and Gaming Clubs

This one is going to be brutally honest, because it needs to be. So, perhaps you are considering starting up, and running your own gaming club? My first suggestion would be to consider long and hard as to whether or not you actually should. Because if there is one thing any hobbyist learns, is when actually organising a group of any enthusiasts, the amount of problems that rise from doing so are enough to prematurely age a teenager into a grumpy sod in their 50s within weeks. Running a gaming group is one of the most stressful, thankless, and frustrating things you can possibly do, and I work in the care profession!

So why is it so fraught with peril? What are the pitfalls? How can one avoid them? The sad truth is that there’s very little you can do to avoid some of them. One thing I never begrudge GW staffers is the act of having to run campaigns and gaming nights, and having to keep gamers happy. That’s a tough enough task without the added baggage of having to also go to the effort of actually establishing a venue as something that people should bother to attend.

The best place to start with such a venture is to look at yourself. Can you do the job? Being in charge of a club requires certain values, which you really need in order to keep going at it. The primary one is patience. You may think you have patience, but do you truly have it? A few hours of being in a position of responsibility and stress will quickly determine if you have, and it will usually inform you that you don’t have any, or at least certainly not enough of it.


Managing people will be the main source of irritation. If you are easily stressed, upset, or in a particular position in your life that brings on stress (such as uni, tough patch at work, just had a new child, etc), then such an endeavour should ideally be avoided. Why? Because people are annoying, and Gamers are exceptionally annoying; they expect something to be done about gaming, but you can count on one hand the amount of people who will actually do anything other than maybe turn up when all the work is done, and expect a game. If that annoys you (and it will), then you need a contingency for it. You need to prepare yourself mentally for a thankless job, because it almost always is a thankless job.

Now, you can certainly benefit from a bit of an easy-going nature, but you will need drive as well. You need to effectively be a dictator, because you’ll have a large mix of the uselessly indifferent and a select group who fancy they can do it better. There will be tension. There will be exchanges of views, and you need the self-certainty to be able to plough through that process with firm ideas. You have to be prepared to fight your corner, be awkward, and to confront people, especially if you are charging admission/membership to pay for the venue. Because people wont pay if there aren’t sufficiently noisy authority figures. People will take facilities for granted. The only way to guarantee payment is to prevent entry without it. Never accept IOUs because you will be waiting far, far too long for them.


You also need to be ruthless, especially if your venue has strict rules about cleanliness and contraband (i.e. do they let you bring your own food, pop, alcohol etc). If you’re getting the venue at particularly low rates, or even for free, it’s usually a good idea to use your camera phone, and take before and after pictures each time the facility is used, at least until you determine that your hosts aren’t going to be awkward. As someone who has also been in a band, you have to be really careful, especially with jumping between multiple venues. Your hosts will be ruthless, and I have had cases of staff saying lights have been left on; tables have been left a mess, etc. It’ll come down to your word against them, so you either need evidence (hence the camera suggestion) or be prepared to find another venue.


It’s also worth trying to talk sense to, and indeed haggle with hosts. It sounds mad, but I have regularly got the impression that most host venues would be happier if you weren’t using their facilities. Rates charged could be unrealistic, they’ll be awkward about packing up (turning up early to remind you to pack up is a party favourite), and they’ll generally go out of their way to make you feel like you’re a burden. Do not accept it. Always be polite, clean, keep your ship in good order, but remind them that you pay a rate, that you’re using the room (i.e. it’s not going to waste), and you’d be happy to recommend their facilities to others (although be careful about this one, as it seems many hosts actually hate having work to do, and by work I mean sitting on their arses all day and at the end of it you give them money. What a chore it must be to be them!). Don’t be afraid to give your members a hard time if they’re letting the side down too. Many a gaming club that actually had cushy facilities has fallen on the wayside by a few bad eggs spoiling it.

Also, make sure, absolutely sure, that payment is given properly. Often individual staff can sink so low as to pocket your admission fee for themselves and say you didn’t pay. Make sure you give the money either to a trusted member of staff, the manager, or at least have plenty of witnesses. If you are all quite young, pay at the start or end of your session and make sure an adult relative or guardian is on hand to witness what is paid.

One way to keep the budget down is to set up a society if one of your members is at university. Obviously, this is temporary, and some universities might not allow the general public to join them. It does come with issues though. I did this, and in spite of my gaming “buddies” getting a free venue to game, they managed to muck it up for me, and whilst I had genuine stresses at uni, they succeeded in adding to them. I do often blame a little part of my transfer from Durham to Teesside (brought on from smegging up my first year of Anthropology) down to having to look after a bunch of gamers after GW turfed them out. There were about 30 of us. TWO of us looked for venues.

So what about other venues? Well, it pays to think outside the box. Community centres and sports facilities tend to be the obvious ones. I’ve had reasonably mixed results from those, but depending on your area they may be the only choice. Pubs are best avoided in my experience; pub staff can be the least reputable when it comes to fees. Also, don’t forget to check your local area. There are often other schemes that are looking for community based activities, and it’s also surprising how many existing gaming clubs can actually fall under the radar. Explore word of mouth; see what’s out there.

Obviously it depends on your area. It’s important to cultivate every possible relationship that can be useful. Find out if any of your group have friends or family in council positions, or in a position to offer advice on potential venues, or put in a good word for you with one of their own. I also know of groups that actually own their own facilities, and membership a year is steep per person, but you can go in wherever you like. There are lots of options, and potential out there, you just need to keep half an eye open for useful opportunities. Just remember that finding a venue isn’t even half the work!

So you have a bit of a taste there. The important thing to remember is that gamers are absolutely bloody useless, and in spite of this, some of the most expecting, exacting and whiny gits that the universe has ever spawned. So understand that when setting up clubs, you’re doing so on the back of a massive disadvantage, which is that most people take everything for granted, and will never appreciate the value of something you work so bloody horribly hard to provide for them. If you’re still happy to give the smelly gits a place to game after that realisation, then you’re the kind of worthy, almost saintly person who needs to do just that. Who knows, you might even enjoy it!

Not likely. But what else is there to do? Take up golf? Politics? Cross-stitch? Go into a GW? See, there are a few bonuses…