The Evolution of Fantasy Role-Playing Games - Michael J. Tresca [34]
Risk
Wargames’ primary focus is on conflict, be it through large-scale battles or small skirmishes. There are no rules to avoid a battle, which would defeat the whole purpose of the game. It’s generally assumed that negotiations have broken down in the wargame’s universe prior to the game commencing. Play begins at the advent of war.
The consequences of these conflicts are inflicted on largely faceless troops. The player does not play a role beyond commander of the group. This role should not be underestimated, however; while the commander’s identity may not be explicitly delineated from the player himself, the character of the troops most certainly is (Barton 2008:8). In this regard, Chainmail was groundbreaking; its rules for man-to-man combat broke with the tradition of a single miniature figure representing ten, twenty, fifty, or even one hundred men in the game (Gygax 1987:20). In fact, fourth edition learned from the Dungeons & Dragons Miniatures game, making combat more interesting for all parties involved by providing each player and monster with options that vary the combat round (Wilkes 2008:27) with each turn.
In Little Wars, H.G. Wells pointed out that miniature wargames demonstrated the folly and complexity of real war. “You have only to play at Little Wars three or four times to realize just what a blundering thing Great War must be” (Wells 2004:67).
Roles
Generally speaking, most wargames consist of two or more players without referees. There are instances where there is a game master of sorts, however, including Warhammer Fantasy Battle (Halliwell 1984:8).
Creator Roles
Miniature wargaming began with simulated military battles in which the player inhabited a historical role, stepping into the shoes of the commanders who led them. This gave players an opportunity to test their mettle against imagined opponents of the past who in turn led their own troops. Of course, each simulation’s ability to replicate a battle is only as accurate as the systems allow. We’ll cover the game master role in the next chapter.
Modeler
The hands-on aspect of miniature creation should not be underestimated. Miniature gaming can involve painting and molding a huge array of miniatures and terrain. There is thus some form of status in creating and displaying these miniatures in and out of the game. Customized figures demonstrate sculpting skills; painted miniatures similarly display painting skills. The recent arrival of pre-painted plastic miniatures has shifted the prestige of miniature gaming somewhat, from artistic skill (painting, modeling) to purchasing power. Randomized miniatures had a significant impact on the miniature gaming industry as a result.
Collector
Owning a large quantity of miniatures or cards is a testament to a player’s disposable income. Due to randomization or the simple fact that the rare items are more expensive, collectors have their own form of prestige. While a modeler can show off his artistic skill, a collector demonstrates his wealth. Miniatures gamers have compared without exaggeration their investment in miniatures to that of a new car.
Unlike modeling, which is an artistic skill that requires time, patience, and dedication, collecting is determined by a player’s disposable income. Rich players can buy armies and cards, theoretically giving them an advantage in play.
Participant Roles
Wizards of the Coast’s survey determined that four percent of gamers played miniature wargames (about 3.7 million people) and two percent played monthly (about 1.8 million