A few weeks
ago I started to find mentions of the book “One-Hour Wargames: Practical
Tabletop Battles for Those with Limited Time and Space” by Neil Thomas in
several of the blogs I follow. This book seems to have made quite an impact
around 2014-2015, then the interest somewhat waned in the small portion of the
blogosphere I routinely check – but there are people out there who keep using
these rules almost exclusively to this day. This has to mean something, I
reasoned. Moreover, I’m a firm believer of the fact that complicatedness (as
opposed to complexity!) in wargame rules is seldom necessary, and – very often –
the result of sub-optimal design. Due to this, the main premise of the book
intrigued me; I ordered the book and just devoured it in one go. First things
first: English is not my native language, but I’ve found Thomas’ prose concise
and vivid at the same time- a very pleasurable read.
|
You can tell
whether I liked a book or not by the number of earmarks and improvised
bookmarks. I count 3 bookmarks and 2 earmarks on OHW – not bad for a page count
of around 150! |
I’m not
going to provide a detailed review of the book here: first of all because many
bloggers with finer minds than mine already did. If you don’t know what I’m
talking about, check these reviews first:
https://johnswargames.wordpress.com/2014/11/04/one-hour-wargames/
http://shaun-wargaming-minis.blogspot.com/2014/11/ancient-game-with-8-yo-daughter-and-one.html
http://daleswargames.blogspot.com/2019/12/one-hour-wargames.html
http://hereticalgaming.blogspot.com/2014/09/neil-thomas-one-hour-wargames.html
http://keefsblog.blogspot.com/2014/10/one-hour-wargames.html
http://darkages40and25.blogspot.com/2014/11/neil-thomas-one-hour-wargames-review.html
http://wargamingmiscellany.blogspot.com/2014/10/the-solo-wargaming-guide-and-one-hour.html
I think
there’s a clear overall trend emerging:
1) Everyone agrees that Neil Thomas’
OHW rules are very simple.
2) A not insignificant fraction of reviewers/commenters
think that they are too simple to be
actually enjoyable as a wargame; but most think they’re just fine.
3) Among those who think they’re fine,
most say that they are perfect for casual/occasional gaming, novices, kids,
spouses, etc; a precious few think that they’re just really fine as a full-fledged wargame, with no tags attached.
4) Everyone agrees on the fact that the
scenarios are very cool and supremely useful even if you don’t plan to use OHW
rules.
5) Everyone is compelled to write house
rules and mods immediately upon reading the book – often you see variants and
mods discussed in the reviews themselves! These rules can’t be left alone. I
think the above happens for two distinct reasons:
5a) Rules themselves are short, but they’re not tournament-tight as
presented in the book. It’s not like there’s anything strange or difficult
about the rules themselves – but Thomas always describes the various game
procedures in simple (but somewhat vague) terms rather than specialized jargon.
So, players are practically required
to come up with their own answers to several open questions before (or during)
play. Fortunately, that’s not difficult at all – and you can find several
perfectly fine examples in the blogosphere (along with some very
thoroughly-considered examples, e.g:
http://ecw40mmproject.blogspot.com/2017/05/whats-missing-in-one-hour-wargames-rules.html)
5b) OHW rules are very robust, but at the same time very bare-bone. This
combination makes everyone (myself included, I confess) want to beef it up in
some way, often before actually trying them out first.
Before I continue, I’d like to
elaborate a bit on point 5b above. In many ways, I find there’s a strong
conceptual link between what 1st edition D&D does within the
‘RPG continuum’ and where OHW resides in the ‘wargame continuum’. Before the recent
‘old-school renaissance’, which brought forth a wide re-evaluation of mid-70’s roleplaying
games as valid and functional designs, they were often ridiculed as ‘too simple’
and ‘primitive’ by RPG players from the early 80’s on. Just as an example: in the
‘original D&D’ (often called ODD) rules-as-written, entering combat means simply
trading blows in turns, with successful strikes whittling a (very limited) pool
of hit points. Accruing hits have no mechanical impact unless you tick all of
them off – in that case, you’re toast. Sounds familiar? Well, it’s almost exactly
identical to the combat mechanism used in OHW – in fact, the combat rules found
in a (very cool) ODD-inspired game actually are
the mechanical equivalent of OHW: https://www.bastionland.com/
[Edited to add: I can’t believe it, but when I opened the Bastionland blog to
paste its url here I found a mention of… Neil Thomas’ OHW! Now that’s some synchronicity,
or serendipity, or something].
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Still the best version of D&D... provided that you know how to approach it. Source: WoC website |
The point is, there is literally nothing else in ODD’s combat rules. You
can’t scan through your character sheet, find a cool power, and say “I’ll use
this to win” - because practically nobody
has got cool powers. Entering combat is often just accepting to trade damage
for damage until one side collapses - which is (1) not very fun, and (2) often
a losing proposition from the start. So, how do you approach combat in ODD if
the rules themselves don’t offer you anything useful to work with? The most
popular answer is that you basically don’t.
Since there are no advantageous expected outcomes in a straight ODD fight, you must
not accept fair fights; you should instead maneuver your character into a
better fictional positioning before committing to an attack. Yeah, ODD rules don’t really encourage
heroic combat – they encourage war. The
interesting thing is that this is not achieved through explicit rules, but with
their absence. I think people used to
call this ‘the fruitful void’ in Forge RPG theory jargon a long time ago.
What I’m awkwardly trying to hint at
is that rules in OHW basically do the same thing. If you just engage enemy
units frontally, one-on-one, in clear terrain… the resulting game is quite dull
(the same might be said about Arty Conliffe’s masterpiece Crossfire). But! Since
no one has much to gain from this kind of fighting (you’re just accepting to trade
damage for damage, with a very costly victory likely going to whoever initiated
combat)… the game is effectively telling you that you must try to pile on whatever kind of ‘extra’ advantage you can
muster. There’s no ‘lazy’ playing in OHW – each move poses a small tactical
question, however basic or abstract. And the rules are so lean and transparent
that you find yourself mostly thinking about your tactical choices rather than about
rules themselves – a rare
accomplishment in wargaming.
Before going on, I’d like to stress
that OHW’s simple rules cannot be judged in isolation. As the author himself
notes in more than one occasion in the book, the chosen scenario is a fundamental part of the toolbox. In other words, the
game cannot live on the strength of ‘rules’ itself; in a direct parallel to an
established mantra in the ODD community, the game only puts the player in an
interesting situation and empowers
him with meaningful, impactful choices.
In absence of any of the two items, functional gameplay is seldom obtained. In
addition, OHW also provides another tool of almost equal importance: random
force selection rolls. If you take the number of tactical questions posed by
each scenario, and multiply it times the different ways in which you can answer
them with different force compositions, then again times the nine different
period rulesets… You can get an awful lot
of thought-provoking tactical exercises from this book – I’d say much more than
what you typically get from many mainstream games of comparable (or much
higher) complexity. Excellent!
However. While all of the above might
mean that we’re looking at a very good game,
nothing I said so far does guarantee that we’re looking at a very good war-game. Think about chess and
draughts. They’re surely tactical and thought-provoking games, but nobody would
consider them wargames… I think the main distinction to make here is about
which kind of tactical questions the game poses. If the rules reward and punish
player choices on the basis of mechanisms that are too far divorced from what a
real military commander would take into consideration, then the game is
probably not a ‘real wargame’, at least not in the sense I mean. But OHW rules
are laser-focused on rewarding sensible, down-to-earth tactical choices that result in broadly historical behavior if
answered conservatively (with some exceptions that I will almost certainly
ramble about in future posts).
Some of these choices are rewarded in
an explicit fashion: e.g. “when fighting in close combat, it is 200% more advantageous
to attack the opponent’s flanks rather than its front”. But most of those
explicit rules also create a cascade of implicit rewards to reap. As an example,
even if you can move your units however you please, forming an ordered battle
line is often advantageous, simply because it’s the most convenient way of not exposing your flanks to the enemy.
There are many other examples of these implicit effects in OHW, with direct
consequences on fire discipline, time/space trading, concentration of force, reserves
etc.
To wrap everything up: there’s much,
much more than meets the eye in OHW. And since every little detail is
important, rules for the nine historical eras definitely do not offer the same gameplay. I did not playtest all of them yet, but my
impression is that some of the nine rulesets are totally legit (in fact,
brilliant) little wargames, while others are quite weak and unsatisfactory, for
a variety of reasons. I’ve got the same feeling from the scenarios: some of
them seem to be worthy of dozens of replays, others give the impression of
being quite boring (in some cases, only when played in some of the eras) or artificially
‘gamey’.
Anyway: since this ‘first impressions’
post is probably longer than what you need to read to play your first OHW game,
I think it’s time to call it quits. I’m planning a series of posts to discuss One
Hour Wargames in further detail.