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Not fiction....a REPRESENTATION! :whist:Pitman said:Now you are adopting the bizarre position that unless the course of a wargame exactly replicates what happened in the actual battle, then it is fiction.
Not fiction....a REPRESENTATION! :whist:Pitman said:Now you are adopting the bizarre position that unless the course of a wargame exactly replicates what happened in the actual battle, then it is fiction.
Mark,Pitman said:No, you are incorrect. Now you are adopting the bizarre position that unless the course of a wargame exactly replicates what happened in the actual battle, then it is fiction. Well, since the weather die roll in every scenario allows for the possibility of elements that did not occur in the actual battle to randomly appear, by your new definition of a historical scenario, then every ASL scenario is utter fiction. That being so, why don't you give me all your ASL stuff and go play D&D.
The historicity is not only a question of OB.SamB said:The scenario starts with an OBA mission falling on the British "Lager". Why? Because that's what happened historically. I'm confifident that the number and types of AFVs present are in the scenario because it is historically accurate.
But, the scenario is unbalanced. ROAR shows it with 13 British to 2 German wins. Why? Partly becase the OBA is a dicey affair. Partly because the real affects of tactical suprise is hard to represent in ASL.
What is interesting is that Mark never attacked somebody individually.SamB said:I haven't been among those hounding you on this topic.
I do hope so.SamB said:Can't we all just get along?
The "Pitman" has not been hounded on this subject (i.e., "non/historical scenarios").SamB said:I haven't been among those hounding you on this topic.
Actually that was the whole problem.Robin said:He stated a generic behaviour and person as "lazy" - and that is a judgment one can disapprove or not, that is not the problem.
Hi, Sam. First of all, there are all sorts of ways to achieve balance without adding or deleting units, so I don't think it is even an important issue. But when it comes to the issue of units in ASL, designers will rarely know the exact size of a force (because few historical resources will usually be that specific). Moreover, even the size of a force does not indicate how much of that force was really used to effect in a particular action. This means that there is a pretty fair amount of "give and take" in a lot of actions, in which one can tweak force compositions without actually increasing or decreasing the historical accuracy of the scenario. It does not hold true that if your scenario started playtesting with 9 German squads and ended playtesting with 8 German squads that the final version is somehow less historical than the first version. Now, if suddenly a Tiger Tank were dropped into the scenario out of the blue, then you might have a point, because that would likely be beyond the "give and take" parameters.SamB said:Mark,
First: I believe I saw you comment earlier in the thread about adding / deleting (mostly deleting, I guess) units to achieve "balance". This involves (at a minium) deciding that a unit didn't have a significant effect on the action in question. But this also greatly decreases the "historical accuracy" of the scenario.
playing ASL.
You have got to be kidding.Tater said:The "Pitman" has not been hounded on this subject (i.e., "non/historical scenarios").
First of all, I issued a blanket nothing. I made a very specific statement about a (very small) theoretical class of scenario designers.What did happen is "Pitman" issued a blanket insult. Insulting people by refering to them as "lazy" has absolutely _NOTHING_ to do with "non/historical" scenarios.
I have done nothing that would require an apology. You, however, have engaged in a bizarre vendetta.A simple apology for issuing a blanket insult would have put a complete stop to the whole mess. Of course I don't expect to see it now since the "Pitman" has retreated into the cacoon of "it's a personal vendetta" as opposed to facing the fact that issuing blanket insults is wrong.
I don't follow you here, Mark. Either a scenario is historically accurate or it isn't. If there were 90 German infantrymen in the firefight, and the designer deletes 10 of them, then it doesn't seem "historically accurate" to me.Pitman said:It does not hold true that if your scenario started playtesting with 9 German squads and ended playtesting with 8 German squads that the final version is somehow less historical than the first version. Now, if suddenly a Tiger Tank were dropped into the scenario out of the blue, then you might have a point, because that would likely be beyond the "give and take" parameters.
What if these ten were taking tea while the other 80 really participated in the fight?Oliver said:I don't follow you here, Mark. Either a scenario is historically accurate or it isn't. If there were 90 German infantrymen in the firefight, and the designer deletes 10 of them, then it doesn't seem "historically accurate" to me.
I would agree with your last point.Oliver said:I don't follow you here, Mark. Either a scenario is historically accurate or it isn't. If there were 90 German infantrymen in the firefight, and the designer deletes 10 of them, then it doesn't seem "historically accurate" to me.
Or, to put that another way, ASL is really a representation of combat, a fiction or designer's interpretation that is "historically based"--but not history. What game could claim to be?
..."criticism"...from who, for what? Who decides what the allowance for "wiggle" might be? Never mind...I can guess who. Since all ASL scenarios are unavoidably ahistorical why should anybody be critical of anyone else's designs?Pitman said:Jump way out of the wriggle room and you are leaving yourself open for criticism.
I see. FWIW, I agree, then. I like the idea of using "wriggle room" when it comes to judging accuracy "by ASL standards." Altogether, this strikes what seem to me to be a healthy balance between the search for the historical truth and game design decisions.Pitman said:Because of all this, there is a certain amount of "wriggle room" that most designers will have in designing most scenarios. Stay within that "wriggle room" and it would be hard to judge such a scenario "inaccurate" by ASL standards. Jump way out of the wriggle room and you are leaving yourself open for criticism.
Ha! I think my own position has always been consistent, but I think it has been pretty consistently re-worded and twisted by several other people.Oliver said:I see. FWIW, I agree, then. I like the idea of using "wriggle room" when it comes to judging accuracy "by ASL standards." Altogether, this strikes what seem to me to be a healthy balance between the search for the historical truth and game design decisions.
Also, I think you have expressed here a more nuanced opinion than I have read (or taken away from my reading) elsewhere in the past, so thanks for your explanation.
ScenarioDesigner'sGuide said:Historicity versus Playability
It is easier to say that scenarios should be “historical†than to define precisely what “historical†means in ASL terms. But designers need to keep one thing in mind: ASL scenarios are inspired by historical situations; they do not replicate them. As complex and as comprehensive as ASL is, there is no way that it can duplicate what actually happened in a World War II tactical action. ASL’s geomorphic mapboards can never be a precise match for the actual terrain. One can do months of research and still not uncover all the factors that explain why a particular action played out the way it did, much less perfectly translate those factors into ASL terms
It is better to think of an ASL scenario in terms similar to Hollywood attempts to portray historical persons and events. The medium just does not allow complete accuracy, nor would complete accuracy necessarily make the most compelling viewing (or playing, in the case of ASL). Both Hollywood directors and ASL designers should come away happy if they have succeeded in recreating much of the flavor of the historical event; they needn’t give themselves ulcers trying to get every detail matched. This is especially true for the ASL designer, who doesn’t have costume designers and production designers to do much of the work!
The tension between historicity and playability leads to two different approaches to ASL scenario design. Historicity designers place a priority on recreating as closely as possible the historical order of battle, terrain, and feel of the action. Playability designers believe that the most important consideration is creating a scenario that players will want to play and replay. Just a touch of historical flavor may be enough to satisfy a playability designer.
Orders of battle are one of the easiest ways to distinguish between historicity and playability designers. A historicity designer, for example, will typically not include a weapon, gun, or vehicle in an order of battle unless he can find positive confirmation that those items actually appeared in the battle recreated by the scenario. If a historical reference mentions a 40mm AA gun, he will put that gun in the battle. If no references mention any AFVs, he will not include any.
A playability designer, on the other hand, has a somewhat different attitude. While he will include weapons for which he finds references, he might also go one step further, putting a tank in a scenario, for example, because there were tanks of that type “in the area,†and one could have been involved in the battle. Such a vehicle might especially be included if it is an “interesting†or uncommon vehicle or weapon (such as a Sturmtiger or a Goliath). The reason is that players like to play scenarios that include such unusual items, and this would give them a chance to do so, while giving at least a nod to historical considerations. A historicity designer would never do this, even at the cost of making the scenario blander.
It is important to understand that both approaches are equally valid. One need not sacrifice playability at the altar of historicity, or vice versa. Most designers will consciously or unconsciously find a comfortable niche somewhere along the spectrum between the two. However, it is true that a minimum amount of respect has to be paid to history, if for no other reason than players expect it to be paid. While there are scenarios that depict counterfactual or fictitious situations (such as Operation Sea Lion), by and large those scenarios are not very popular—-much less so than one might suspect they would be. The reason is that most people who play ASL do so in the hopes of creating at least the illusion that they are replicating a World War II action. This is one reason why there are very few “Patton vs. the Russians†scenarios out there.
It is true that players will often forgive ahistoricity if a scenario is particularly fun to play, such as the classic “Hill 621†(Scenario E, from The General magazine), which is not really based on a historical action. But since it is entirely possible to design fun scenarios without having to go into the realm of fiction, there are few reasons to venture completely beyond the bounds of history.
Pitman said:. Because of all this, there is a certain amount of "wriggle room" that most designers will have in designing most scenarios. Stay within that "wriggle room" and it would be hard to judge such a scenario "inaccurate" by ASL standards. Jump way out of the wriggle room and you are leaving yourself open for criticism.
Honestly, Mark, there is a "subtle" difference between what you said at the begining of this thread (something like "non historicity designers are lazy") and what said your "official opinion" posted here ("It is important to understand that both approaches are equally valid. ")Pitman said:Ha! I think my own position has always been consistent, but I think it has been pretty consistently re-worded and twisted by several other people.
Naaa...can't be your official position...you didn't call anybody "lazy".Pitman said:Here is my "official" opinion, taken from my as-yet-unpublished ASL Scenario Designer's Guide: