Quote: (fredmans @ 03 Aug. 2009, 20:48 )
Some interesting thoughts and experiences.
One of the greater wargames' experiences I have had, was a chain-of-command game where GM:s ran the game (it was a very simple Avalon Hill WWII European Theatre's game) and briefed the two teams' commanders in non-game terms, then interpreting the players' orders back to the game. It was a fun RPG approach to wargames. The two teams had their own copies of the board game and tried to guess what was going on on the GM:s board.

I am not advocating that a sci-fi miniatures' game is the pinnacle of wargaming realism, but I would still like to contend that many cries of 'unrealism' really stem from the perceived notion of 'unfairness'. I know (and play) gaming systems with far worse mechanisms where unrealism really is a euphemism. WHFB springs to mind, where troops who sprint forward counts as standing still during the other players' turns, where troops mm:s away from friends in battle refuse to lend a hand because it is not their turn etc.
Every game has to abide its mechanics, and often rules are written in the specific way they are written, because the alternative is games-wise even worse, or worse, even more un-realistic

/Fredmans
Interesting... yes... double-blind stuff can be very cool -- and it is an effort to deal with one of the more irreducible problems game designers face: their players tend to know too much.
Clausewitzian friction is, I think, one of the essential elements of warfare, but also of the hardest things capture on a game board.  Certainly swapping IGoUGO with 'ImightGOYouMightGo' -- characteristic of Warmaster/BKC/FWC and E:A is helpful in capturing some of this friction
In some ways the RPG can capture this element of warfare a good deal better than a miniatures 'game,' though the issue there is that it loses the strategic interaction between sides and commanders.
Certainly, I think, it helps in assessing a game design to think through the RPG aspect:  what role is the player supposed to play?  where does he sit in the command hierarchy?  To what extent does this design focus on the essential challenges that a 'real' life actor would face at that level.
E.G. this is one of the reasons MMP nee The Gamer's Operational Combat System has been so successful; the effort to force operational level (Corp/division/army) commanders to focus on supply as a key element of Manuever warfare.
One of the more innovative miniature wargaming systems, by the way, was Frank Chadwick's
Command Decision, a platoon scale, battalion level game on World War II.  Chadwicks' designers notes waltked through a lot of his thinking about how achieve 'realism' in a miniatures game at a larger scale -- well worth the read.
Quote: (tneva82 @ 03 Aug. 2009, 22:07 )
Quote: (fredmans @ 03 Aug. 2009, 20:48 )
The two teams had their own copies of the board game and tried to guess what was going on on the GM:s board.
That's incidently how I have been thinking of making modern submarine game. Being rather fan of them in computers I would like to get miniature game out of them with all that sonar sound searching. Problem is if players know where everything is much of what I LIKE about submarine warfare goes out of window...
So crazy idea was to have 3 tables. One for both players which shows situation how they see it and one for GM which has whole picture. Players would get different strength sound waves from different directions according to rules from which they would have to figure where's stuff and WHAT that stuff is(least you torpedo civilian liner instead of soviet nuclear submarine!!!).
Not sure how feasible that would be but would be fun to try just for heck of it if I had 3 rooms and 2 other players to try it. Bad side would be though that this would kill lots of social aspect of miniature gaming since players would obviously have to stay in different rooms...
You've encountered the
Harpoon ruleset, haven't you?
IIRC it was fairly good at capturing limited intel, but would be much better with a GM.
Problem is, it's even better on computer.