Sunday, 20 October 2024

Solo wargaming - some thoughts

A departure for me as normally my posts are concerned with what I've done, though occasionally I may explain a little of how and why I've got to where I am. This post will try to concentrate on a specific topic - solo wargaming.

A couple of things have prompted this; my chat with David of the Ragged Soldier blog (https://russetcoatcpt.blogspot.com/) and a discussion on the Polemarch blog (https://ancientrules.blogspot.com/) about his recently published book:

https://www.pen-and-sword.co.uk/David-Heading/a/5916

I'm not going to review the book or comment directly on it, as I think that's proper to his blog. Instead, I want to put down my thoughts on solo wargaming.

The above book is another in a list of titles looking at solo wargaming, from Donald Featherstone, Stuart Asquith and others. There is a society dedicated to this aspect (https://lonewarriorswa.com/). Most of these cover the topic in more detail than can be expected in a blog post, so I will concentrate on my thoughts.

During my chat with David, we touched on solo wargaming; David does a lot. I'm not currently gaming due to absence of anywhere to do it! The dining table is out of commission, the garage full of clutter and the best I'd manage is a card table for something like DBA. 

I briefly mentioned "mechanisms" and also explained that once I'd finished painting my SK armies, I wanted to start the campaign solo to get things ironed out before potentially inviting real people to participate .

I don't want to get involved in the "why" or debates on whether a real live opponent is preferable- most of this is personal choice - and wrapped up in issues around not what game you play but who you play it with. I'd argue under the right circumstances both can be equally pleasurable or conversely, disappointing.

Instead, it's the "how" you go about it I want to look at.

The most obvious drawback is that you control both armies, know what troops are available and can see both sides of the table. The first thing to decide is how much of the unknown you wish to introduce. It is perfectly possible to simply play both sides, planning deployment and plan of attack or defence; the problem is of course it's difficult to both be impartial and unbiased as well as able to forget what you have planned for the other side. It's also unlikely you will be surprised at any stage, something a real opponent will provide when they do the unexpected. Hidden units provide a real challenge.

Many gamers simply play both sides as fairly as they can; some rulesets lend themselves to this through the inbuilt friction. Commands and Colors for example relies on cards for movement and actions; you can either play as they are drawn or attempt to use the cards in the best way for both sides. Other types of rules introduce friction via phased movement or disruption such as BP's "blunder" rule. Some people hate such rules, others love them.

The alternative, is to either completely randomise both sides plans and deployment or to rely on some form of pre-programming, such as CS Grant's Programmed scenarios. Or, refight a historical battle drawing each side's deployment from the historical and then deciding whether either or both sides follow the historical aims and plan.

Whichever approach you take there are certain aspects you will need to consider and possibly devise mechanisms for. My view is they sit under the following headings:

Deployment

Touched on above; do you randomise or deploy sensibly? Cavalry facing a marsh is going to be a problem - do you then allow some reorganisation? Or have standard deployments decided by a dice. Do you have characteristics for you generals? Would an incompetent general deploy cavalry behind a marsh - stranger things have happened in history. How do you handle hidden troops or the problems of the 2000 foot general? The latter of course is not confined to solo gaming - the issue is reacting to things you would know nothing about - is it simply a question of honesty? Perhaps easier when playing solo.

Movement

Not just how far you move, but when or if at all. Most rules are either predictable or have a degree of randomisation. At one end of that spectrum, you know each move how far that unit can move and if you choose to move it, it will unless there are other factors such ad command radii and or morale. The other extreme is where what acts (and when or if) is determined by cards or dice, the ultimate being also the actual distance moved being also randomised. Many critics point out that you are simply reacting to circumstances from move to move, rather than following a plan and that skill is replaced by luck. For the solo player, it does allow some detachment, assuming you play each side equally. The less randomisation, the more cerebral the game, but that predictability will make for few surprises.

Command decisions

The most difficult issue in many ways. Unless as above, you as the player are simply reacting to events, it is very difficult if not impossible to split yourself in two and act fairly for both sides. Unconscious or conscious bias will play a part. Do you characterise your generals? How far do you go and how far down the chain of command do you go? Again the question revolves around how much randomisation are you introducing? Is the aim to remove control from your hands entirely and place it under that of the general's character? Is it "rash", "bold" and "cautious" or to the level of " timid, dithering dypsomaniac"? Some of this can be taken out of your hands by cards which determine which wing or unit can act, as above. Or do you attempt to put yourself in the persona of th general and role play to some extent? Or simply throw dice for different choices options? - 1 or 2 withdraw, 3+ counterattack?

End point

Unless you have rules that determine the end of a game (objectives, victory tokens) or a scenario that gives a result, then the decision on whether to continue playing come down to the player themselves. Some players become so demoralised or dislike the rules, they will quit even when there's a chance to win. Others will fight to the last man, unless prevented from doing so by victory conditions or similar. It's more difficult for the solo player as he is the general for both sides; it's simply not possible to psychologically influence yourself! Campaigns are interesting in that they add a different dimension to when to end a battle. Do you save the army or fight bitterly for that city? What losses can you sustain?

So where do I sit within all this? Well my Soldier King armies have generals with random characteristics down to brigade / column level. I've tried to translate the major characteristics into a set of values from 2 to 8 which give some sort of score against which to role. I have not cracked random deployment or how to have each side deploy independently as well as take account of terrain, let alone hidden units and deployment. I'd love to introduce random movement, somehow influenced by character or the army 's training, but fear it would slow things down excessively.

What it boils down to are mechanisms you can bolt onto existing rules or exploit the mechanisms in existing rules that remove control from the player. So far, the books I've seen give some hints or suggestions, but often little by way of actual mechanics that can be adapted.

15 comments:

  1. A simple mechanism for semi random unit activation and movement is the card system used in various rules by Richard Brooks. Formations are dealt playing cards, and activate in card order, however some suits/values have special effects. eg units out of command 'dither' on a spade, units with poor C3 also dither on a club, units can only dig in on a red card, but red cards also reduce movement through poor terrain, in 1914 units are forced to attack on a spade if adjacent to the enemy, jokers cause a friendly fire incident etc etc. It works very well for everything from the solo to to multiplayer games. For an example have a look at the OP14/OP16 rules on my blog. For solo play, the other advantage of the cards is that you can go away in the middle of a turn and still know exactly which units have activated and which haven't.

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    1. Thanks Martin.
      Does it slow up play?
      My concern would be with a typical horse & musket game with even just 12 units per side, that's 24 cards to get through a single turn. Add non-gridded movement (which increases time) and that's a slow game.
      Perhaps you would need to do by higher formation, so brigade rather than battalion, cutting that hypothetical game down to say 6-8 cards; if gridded, would also speed up turns.
      I'm just thinking outloud here. My thoughts are with adapting VnB to solo.
      Neil

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  2. Solo gaming has always been hard for me. I do not enjoy my own company. It’s great for trying out rules or experimenting with a scenario but otherwise I lose interest very quickly.
    As you say, it’s more about personal taste. I’m sure it’s enjoyable for some.
    For me, the best solo experiences have been video games or board games that use an app like journeys in Middle Earth. 😀

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  3. Stew,
    I don't think you're alone; many dismiss "playing with yourself" as not proper wargaming. One comment I remember was " well you always win", as if that's the main objective, which I guess for some it is.
    The social aspect of wargaming is often neglected but I'm a firm believer in who you game with being as important as what you play. What that says about solo wargamers is another question! ☺☺
    Neil

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    1. Is "playing with yourself" ever truly encouraged outside of wargaming? Neil, I agree that who you game with is at least as important as what you game.

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  4. Neil, I apologize for waiting so long to respond. Between gaming, preparing for games, and keeping up with the discourse on David's blog on this topic, a response simply fell through the cracks. That's my excuse, and I am sticking to it!

    For me, a departure from the "normal" blogging routine is most welcome and ought to be encouraged. While seeing what others have accomplished is interesting and often motivating, the real power of a wargaming blog is to discuss wargaming topics. Now, I know that blogs often do not see a robust dialog blossom but sometimes a particular chord is struck and responses flow. I encourage more topics on wargaming, wargame design, solo gaming, etc..

    Unlike Stew, I do enjoy solo wargaming (not that I find time to do much anymore) and enjoy my own company.

    While I am comfortable switching from one side of the table to the other both physically and mentally, there are a number of mechanisms that I employ to help remove complete control from my actions. When recreating historical battles, I often use an order system that helps to regulate and dampen my response to events as they occur. Lags are built into the system and sometimes orders are difficult to countermand. Often enemy actions interrupt or even cancel planned friendly actions. Seeing events unfold on the table does not necessarily mean that an army or formation can respond in a timely manner. This is one such example. There are many other ways to skin this cat.

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    1. Jonathan,
      No need to apologise.
      Interestingly, this post has had a similar number of views but significantly fewer comments!
      Whether it's due to few people playing solo or of no interest I cannot say.
      Neil

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  5. Thought provoking posts are not as easy to comment on.

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  6. Neil - my much-delayed response to your thought-provoking post. Having retired last Christmas, I have been able to devote more time to my hobby - and in particular to how I want to play my wargames. I am not a member of a club, nor do I have regular opponents close to hand, so solo games are the most obvious option. Like you, I am looking for mechanisms that give a satisfying, but realistic game. This has led me down two linked paths:
    1 - Playing wargames that are set in a wider strategic context - i.e. as part of a campaign, even if I am not fighting the campaign itself.
    2 - Using that campaign context to drive both the general options available to me - and the reactions of my non-existent opponent.
    I certainly don't have all the necessary mechanisms work out yet - let alone documenting them other than as scribbled notes! - but If you would be interested in exchanging ideas, please let me know
    Regards
    Ian

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    1. Ian,
      I'd be happy to exchange ideas; I'm trying to develop mechanisms for both campaigns and tactical solo games.
      My email is nsp16@aol.
      Neil

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  7. I'm fine with playing solo though often I'm trying out new ideas before unleashing them on friends. I've encountered too many 'win at all costs however much I have to argue about the rules' types that I'm now very choosey about who I wargame with. I regard it as a social activity and the object is to have a good time, winning and losing is secondary (at best). Often good to finish when things hang in the balance so there's a good opportunity to discuss what might have happened. I think there're a number of options for solo games (I've written a number of articles in Lone Warrior about how I solo game) but in brief I work out say, three plans for the opposition, (if you ewant to be really unbiased do the same for both sides and then decide which will be the opposition) work out your plan and then dice for which of the three plans the opposition will use. You get deployments and a plan of action that will guide how the opposition acts. WHich is probably more than many wargamers start with.
    I like the deck of cards technique as used in A Gentleman's War so red cards mean we move a unit, black they move. I can say I find it slows the game and you could always apply the cards to a high level ie a red card means one of my brigades acts. I think this is reasonable as a game mechanic as general often lack control over the timing of events.
    I've also used commander characteristics to help determine how a unit acts, an aggresive commander will bias a die rol in favour of charging.
    A good solo engine is the Mr Babbage system in The Men WHho Would Be Kings. Sudden appearances of units provides some tension and the 'what wil they do next' aspect. And yes, things happen and you may have to react to them but surely one of the most important points of being a general is 'maintenance of aim' continuing to work towards your objective despite what the enemy throws at you.
    Firefly Brigands and Browncoats is a coop system which works well on an individual level.
    I've sent you copies of a couple of the articles I've written, happy to exchange ides.

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  8. Thanks Brian, some good ideas.
    Neil

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  9. Interesting post, thanks!
    I will touch on the 'why' slightly - I tend to run solo games partly due to lack of facilities for multi-player gaming, and not knowing gamers nearby, but also because I am not hugely competitive and not actually very good playing against a 'live' opponent! Also probably more interested in 'does this feel right? do the events seem to reflect what really might have happened?' rather than 'am I winning?' But of course you probably really need both - the real commanders were also pitting their wits against an opponent, after all. So maybe the ideal game is against another player, but one with a similar attitude to oneself - in my case, someone equally interested in re-creating history and thinking about the narrative rather than just winning. I don't mind losing, if the result felt 'authentic' .
    I tend to try to simply be even-handed in solo play and do what seems logical for each side, but I have found it quite useful to use the dice to decide - if there is obviously more than one course of action at a particular point, one can maybe think about the probabilty of each option being taken, and using a dice to decide, e.g. if you estmate the French have only a one in three probabiliy of attacking, roll a D6, with a 5 or 6 result triggering the attack. I think this came from another book - 'The Solo Wargaming Guide' by William Silvester, and I have used it especially in my campaign games, where it seems easier to decide what the probable courses of action are. As one of your other commenters said, maybe in campaign games it can be easier to decide the likely plan, because the tabletop game is drvien by the imperatives of the campaign.
    I do agree that the use of personality/ability traits in subordinate commanders seems a good idea for solo play, because it means your commander's orders may be ignored - 'friction' is good for the solo player! It's surprising how outcomes decided by the dice can often seem to be just right, as if fate takes a hand.. So, lots to think about, good luck with working out your system for the Soldier King campaign!

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  10. Thanks David.
    The "why" for me is a combination of an absence of opponents and partly through choice; I could have attempted to find other wargamers, but work and kids tended to take priority and while I did find easy going gamers in previous locations, I also found some who I could not connect with.
    I have no problem with a live opponent, unless they are a win at all costs player, but even then, it becomes more of a game than recreation.....
    I've also played my share of games where winning was what drove it, but I also found it deeply unsatisfying.
    At present, if I want a game it would have to be solo, in which case I would like it to run itself as much as possible.
    Neil

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