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The debates here the last few days over reconstitution of forces and the "audience" for HPS games has gotten me thinking.
*watches 93.71% of the club flee for the hills*
Anyway, one of the little "problems" that we have, is that right now, there are almost no options for Computerized ACW games. Currently there are three I know of, and soon to be a fourth.
1) TS/HPS games
2) the Take Command Games
3) the one from Matrix off the "Crown of Glory" Engine
4) Coming soom from AGEOD, a strategic game off of the "Birth of America" engine.
Now, when you look at that list, you'll notice something. The TS/HPS games are the only ones that are remotely within their genre. The others are all good games, but they are doing different things. The TC games are RT, and the other two are strategic.
Thus, if someone wants to play a turn based tactical computer game of the American Civil War, they have no choice but to play TS/HPS (unless they want to go back and play the old Civil War Generals series, or even older games).
The "problem" with that, is that people will come in with very different expectations as to what they want in a game. Do they want the rough equivalent to the first release of Avalon Hill's "Gettysburg", or do they want "Terrible Swift Sword"? If there were more games in the "turn based tactical" genre, then we might have games more suited for the "gamers" and others more suited for the hard core simulationists.
That's one of the underlying problems with the club right now, is that we mix those two types (and the various gradations in between) into one club. So, we have some people who want to take the basic games we have, and pile house rules upon them, in an attempt to make them "more historical", while we have others who just want to fire up the game and just start moving pieces around.
The chaos that is caused when those sorts meet "in the field" is legendary. The gamer is suddenly presented with a bewildering set of "special rules", everything from command restrictions, to when you can, or cannot fire artillery, to night rules, to "embedded melee" (though that is pushed more in the NWC). His frustration is palpable. On the other hand, the simulationist is constantly ready to tear his hair out when he sees that his opponant is missing or sidestepping the "rules of the game".
Who is right? Both and neither. However, what that eventually leads to is the rise of cliques within the club, as gamers don't want anything to do with simulationists, and simulationists don't want anything to do with gamers (this is an exaggeration, but not that big of one).
This is hardly anything new. I've been in the wargaming hobby since 1978 or so, and this is the same debate that went on between proponants of Afrika Korps and The Campaign for North Africa. However, because of the lack of titles, the two camps are forced to coexist here. In the "glory" days of Board Wargaming, you could play AH Gettysburg, or Devil's Den or Terrible Swift Sword. Today though, if you want to play Gettysburg (at least on the computer)? Your options are BG Gettysburg or HPS Gettysburg.
I'm not in a position to solve this obviously, but it is something for us to be aware of as we think about where our club is, and where it is going.
Major General Gary McClellan
1st Division, XXIII Corps
AoO,USA
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