Latest cliches(pun)

Started by martin goddard, March 01, 2026, 05:56:30 PM

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martin goddard

Immersive, journey, narrative, fast play.

Oh dear.

martin :)

Leman (Andy)

Fast play certainly needs to be expressed in time. I remember the old Donnington Fast play rules which still took a good 3 to 4 hours to play. However there are rules around which state things like "reach a conclusion in one to two hours," which for me is fast play. Then there are rules like Weigl's Fast Play 1871, which are a streamlining of his original 1870 et al rules, which knock an hour or two off the originals that often took between four to six hours to play.

I like the idea of narrative gaming, which is particularly good fun when running a campaign and provides a useful framework for solo players.

Immersive is what many demo gamers at wargame shows find their games to be, thus ignoring the inquisitive onlookers.

Journey is a new one on me.

Another cliche that's been around for a couple of years now is "simple rules which belie the need for challenging strategic thought." It might be another way of saying fast play, but equally "I don't really understand how to write a set of wargame rules".

martin goddard

That is a very clear view of what is happening Andy. Salute.

martin :)

Sean Clark

Play the game, not the rules. A popular phrase amongst certain gamers.

Friction was certainly a buzz word in rules a couple of years ago. If your rules didn't account for friction,  were they even wargame rules? Quite what friction is I don't know, but some lubricant might help.

Bathtubbing.  I know what it means, and it's origin in hobby terms, but it's an odd phrase.

If its on a grid, its more akin to a boardgame than a wargame. Don't get me started on this one 😤


martin goddard

Play the game not the rules is the refuge of cheats  I fear.
"It is against what the rules define but I think it is fair because I am doing it"
"The rules only matter when they are to my advantage"

Friction I think is where two items rub against each other and slow the progress.
e.g. I need reinforcements on the left flank, but they are on the right flank and slow moving.  This is friction because the two rub against each other.

"Roll a D6/flip a card and that limits what you can do this turn". Randomness not friction.


Bathtubbing. Just a silly word. Along with "journey" being applied to any sequence of actions. "My morning journey involves putting toothpaste on my brush, brushing my teeth and then washing my face". Not a journey. Getting to work is a journey.

Lucky this is only a hobby.
I feel better now.

martin :)

Leman (Andy)

Friction always translated in my mind as: These rules are long, complex and not meant for plebs like you.

Sean Clark

Quote from: Leman (Andy) on March 03, 2026, 01:01:22 PMFriction always translated in my mind as: These rules are long, complex and not meant for plebs like you.

I'm of the same mind, Andy.

steve_holmes_11

I have a couple of necessary conditions to qualify for the "fast play" description.

The game ought to move along reasonably rapidly.
I don't expect units to be atomised at every enemy contact.
But fast play shouldn't generally have units locked in enemy contact for several turns with little visible effect.

Less related to game length, instead a personal preference.
I prefer a quick transition from rolling the dice (other randomisers are available) to applying the outcome (Casualties, running away ...).
It's a real immersion breaker for me to roll the dice and then pore over a list of modifiers, or possible outcomes.
I don't mind a bit of dawdling around manoeuvre, but my mind expects combat to be quick and deadly.

steve_holmes_11

Quote from: martin goddard on March 01, 2026, 05:56:30 PMImmersive, journey, narrative, fast play.

Oh dear.

martin :)

The other point about these terms.

The rules introduction, or back cover, stating that these are immersive, narrative, fast play will not make it so.

Achieving those qualities requires deliberate design, and may fail to mesh with the play styles of certain players.

martin goddard

Good big thinking there Steve.
Rules will often base/plagiarise  themselves on what  the writers see as popular/commercial.
This might contribute to why "fast play" and other cliches are slapped on rules?

martin :)