A Games Master for Wargames?
Posted: Tue Jan 10, 2012 7:03 am
Hi all,
Waaay back in the days of Rogue Trader (the first edition of 40K, not the current RPG with the same name), it was suggested that games have someone running them as well as the two people playing them. Recently, having demo-ed some games for people (Cutlass, Black Powder), has got me thinking that having a Games Master may not be a bad idea.
Think about the games you have played, be they Warhammer, Flames of War, Warmahordes or something else. In all those games, how, if at all, did you handle hidden units, reserves, and ambushes. I have yet to find a system that handles hidden units well. Warhammer 40k allows units to stand on top of hidden forces without penalty for example.
Naturally, it makes for a fair game if both forces are balanced against each other and both players know what units their opponent has held in reserve, but why should you know that a unit of sneaky skaven or yrmgral genestealers is waiting to ambush you. Enemy generals usually dont announce to their opposite number that an assassin will appear mid-battle and take a swing at them. Simply put, keeping such things secret doesn't seem particularly fair in pick up games.
But how about in a scenario? How about if neither player had the information beforehand but an impartial 3rd party held all the cards?
Of course, said 3rd party would have to be careful to ensure that neither player walked away feeling like they got shafted. Balancing things would be a tough job, but one that done right could give a very different gaming experince. Wars have been lost by generals misreading their opponent, trusted allies switching sides at the pivotal moment and sudden outflanking manouvers that caught the enemy completely by suprise.
In all the history books and fictional novels we read as part of our hobby (or audio books in some cases), the protagonists usually dont line up with equal sized forces across a field with equally distributed terrain. Where are the glorious last stands in your games? When was the last time you went into a mission knowing that you were destined to lose but determined to hang on to the bitter end? How many times have you honestly suprised your opponent with a pincer movement, or seen the cavalry charge in just in the nick of time?
With a Games Master, all of these things suddenly become possible. The Fog of War can descend upon the battlefield and suddenly the game can change from a god like view of everything to a tense conflict where neither side knows exactly what will happen and when.
At NagoyaHammer 2012 I plan to run a participation game based around this idea of having a GM determining the forces of fate in the game, allowing the players to battle it out as commanders on the ground and not gods in the sky.
So, am I just nuts in thinking that GMs might be a good idea in a game or is this something you would like to try? Is narrative as important as rolling dice? Do you feel that balanced armies with total freedom of information is best or do you long to see a little more suprise in your games? Or maybe you are somewhere in the shades of grey in the middle? I am sure that there is no right or wrong answer about this and that many of you will have differing views, but what do you think?
Waaay back in the days of Rogue Trader (the first edition of 40K, not the current RPG with the same name), it was suggested that games have someone running them as well as the two people playing them. Recently, having demo-ed some games for people (Cutlass, Black Powder), has got me thinking that having a Games Master may not be a bad idea.
Think about the games you have played, be they Warhammer, Flames of War, Warmahordes or something else. In all those games, how, if at all, did you handle hidden units, reserves, and ambushes. I have yet to find a system that handles hidden units well. Warhammer 40k allows units to stand on top of hidden forces without penalty for example.
Naturally, it makes for a fair game if both forces are balanced against each other and both players know what units their opponent has held in reserve, but why should you know that a unit of sneaky skaven or yrmgral genestealers is waiting to ambush you. Enemy generals usually dont announce to their opposite number that an assassin will appear mid-battle and take a swing at them. Simply put, keeping such things secret doesn't seem particularly fair in pick up games.
But how about in a scenario? How about if neither player had the information beforehand but an impartial 3rd party held all the cards?
Of course, said 3rd party would have to be careful to ensure that neither player walked away feeling like they got shafted. Balancing things would be a tough job, but one that done right could give a very different gaming experince. Wars have been lost by generals misreading their opponent, trusted allies switching sides at the pivotal moment and sudden outflanking manouvers that caught the enemy completely by suprise.
In all the history books and fictional novels we read as part of our hobby (or audio books in some cases), the protagonists usually dont line up with equal sized forces across a field with equally distributed terrain. Where are the glorious last stands in your games? When was the last time you went into a mission knowing that you were destined to lose but determined to hang on to the bitter end? How many times have you honestly suprised your opponent with a pincer movement, or seen the cavalry charge in just in the nick of time?
With a Games Master, all of these things suddenly become possible. The Fog of War can descend upon the battlefield and suddenly the game can change from a god like view of everything to a tense conflict where neither side knows exactly what will happen and when.
At NagoyaHammer 2012 I plan to run a participation game based around this idea of having a GM determining the forces of fate in the game, allowing the players to battle it out as commanders on the ground and not gods in the sky.
So, am I just nuts in thinking that GMs might be a good idea in a game or is this something you would like to try? Is narrative as important as rolling dice? Do you feel that balanced armies with total freedom of information is best or do you long to see a little more suprise in your games? Or maybe you are somewhere in the shades of grey in the middle? I am sure that there is no right or wrong answer about this and that many of you will have differing views, but what do you think?