Game Report: Blitzkrieg Story- 1940, Megagame, Sheffield.

Last weekend I was in Sheffield city centre bright and early to play my first face to face megagame since pre- COVID 2019.  The game was one run by Paul of Story Living Games that was meant to run last year but, for obvious reasons, did not. Paul’s idea was to run a game a year based on the events of 80 years previously, see here and here. For the 1940 game what could be more iconic than the invasion of western Europe?

The game started the mid- week prior to the actual face to face game with both sides being able to spend points to attempt to alter the starting conditions of the game. By using the probability matrix that was designed for the game players would assign changes they wanted to make by impact and likelihood of happening. This was a nice way to get rid of the hindsight problem that can affect many historical scenarios when they are replayed with the same exact starting conditions (I’m predicating this on the fact that the losing side historical can be played differently to correct the mistakes made at the time and thus have an advantage). The only downside was extra work for Paul and his brother Phil running the game as they had only a couple of days to make the adjustments to the scenario. The German team, I can only speak for the side I was on here as I’ve not seen any of the British options or decisions, chose to reinforce our core concepts rather than try to do anything too outlandish. So, we improved our staff work, deployment, air to ground co-operation and river crossings, hopefully things that would be all needed to try and get to Paris.

I was on the high command team and was given the job of running the air war sub game. Split into a northern and southern half we had a game played a turn in advance that would determine close air support, interdiction, transport flights and such like in each half of the map. It is a nice little game that rewards careful husbanding of one’s assets rather than trying to get everything in the air at once. I was familiar with the game from doing the same job at the Czechmate ’38 game. The only downside with the game was that in the Northern sector the mix of allied aircraft was completely overmatched in both quantity and quality by the Luftwaffe my opposite number never really got much of a look in. Most days we never had less than total control of the air and always had air superiority. Given the number of aircraft involved, at least on my side, I did wonder if the upper limit of the game engine had been found.

On the map the German attack in the north quickly bogged down into the Dutch and Belgian defensive line, The BEF setting up quite far back in French territory. In the South the advance through the Ardennes was equally slow but due to the difficulties of the terrain rather than anything else. Gradually the superiority of the German war machine made headway. The Belgians being quite tenacious in the defence, in the south a brief sally on to German territory from the Maginot Line was quickly dealt with. Oddly the mass of the French units, mostly infantry to be fair but still a lot of them, did very little and adopted a very passive posture on their own soil. As a player quipped at the time: they seemed happy to defend to the last Belgian.

The Dutch were proving quite stubborn and rather than going down the route of terror bombing their cities to bring about their capitulation, the sorties were far better spent on interdiction missions, a coup de main mission was planned and launched by a fellow high command player. This proved to be a success, mostly, with the Dutch royal family entering German protective custody but with the regrettable death of the Princess. This action brough the Dutch team to the negotiating table and ultimately out of the war. Retreating north of the Waal, this let our forces have a full run south of it. At this time the Belgian were trying to do a complicated withdrawal and replacement of their units with the advance BEF which mostly succeeded bringing them into the fight. Although the French were still mostly passive. In the south the breakthrough we were looking through happened, and the armoured units drove hard through the French aimed straight at Paris, aided by the tactical paradrop of the Fallschrimjager. One wonders what could have been done on that front had they been given more armour….

Sadly, there was one player missing on the day. John P passed away during lockdown after a short illness, his presence at every game was guaranteed with his usual enthusiasm and great sportsmanship. A thoroughly decent bloke he will be greatly missed going forward. A toast was raised with a glass of his Port to his memory at the end of the game and an award for best sportsmanship during the game given out.

It was great to be back doing a face-to-face megagame again. Given the UK’s vaccine rollout and the space available to us in the church hall we used it felt perfectly fine and the right time to be doing a game. It was great to see people that I had not seen before the first lockdown. I hope this is the start of more games being run in person, they best way to experience them.

Cheers,

Pete.

Megagame Report: Outbreak.

Paul’s Story Living Games company was approached by a couple who wanted a game run as part of their wedding celebrations. Being keen board gamers they fancied something that could involve their party of 30 so Paul came up with a game set in the not too distant future where nation states/ regional power blocks battled each other and tried to contain an outbreak of an unknown virus.

The two of us headed up to the North Yorkshire venue a bit unsure what to expect- given the party was made up of all first time megagamers and possibly hungover.

We set up the main world map on the snooker table in the country house and I commandeered the dining table to run the science game. The wedding party were mulling around snacking and drinking already- some had got into the spirit of things and had got into costume.

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Given all of the constraints of the game and the inexperience of the players the game went fantastically. After a rather polite start they got the hang of things and were playing against each others. An ill advised attack by Russia on the US blew up in the face of Europe who supported Russia rather than the actual aggressors. Guess it comes down what can be proved by the UN player.

Later on in the game the US did take a massive hit and had most of its population wiped out, I wasn’t quite sure what happened here as I was busy trying to help the science players eradicate the virus and stop the bioterrorists that had been revealed.

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All in all it was really refreshing and motivating to see so much enthusiasm of these first timers. The way they approached the game was great to see and it showed that you don’t need that many control to keep a game moving. Both Paul and I were made very welcome and Paul’s game must have gone down well as they have book him again for next year and their first year anniversary.

On the way home I did ponder whether there are too many controls in some games given how well it ran with just two of us. Perhaps the more control present the less that players, either consciously or otherwise, are prepared to do for themselves.

Cheers,

Pete.

Megagame Report: Hold the Line, Poland 1939.

Due to illness I had managed to miss two games in a row that I was due to attend… I was really hoping it wasn’t going to be three in a row as the next one on my calendar was Paul Howarth’s Hold the Line ’39. Based on the invasion of Poland that kickstarted the war in Europe, it was to be played using the block based rules set that he had developed last year for Czech mate ’38 (see previous blog post). For a bit of a change I decided to sign myself up as a tactical player at the map. Usually I prefer command roles in these types of games but I fancied a change.

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As a lowly German player I was assigned my sector and given my order: advance through the mountains from the south then sweep round the back of Warsaw to apply pressure on the capital. This was to be the diversionary attack with the main effort coming in from the west to trap and defeat the majority of the Polish forces whilst a push down from East Prussia would take the capital. At least that was the plan that the high command team had come up with. They had also opted for a longer build up and mobilization. This gave us more units and resources to start with but gave away our intentions to the Polish players: quite what bonus that gave them we were unsure. Still, for once, such decisions were above my pay grade.

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The setting for the game was once again the wonderful, and fitting, Encliffe Hall in Sheffield. Paul had done a great job with the blocks and maps, shame our deployment onto the maps was a bit hamfisted… due to the Poles taking too long then some of the blocks being ‘tidied’- as such my deployment ended up being suboptimal with ramifications for the rest of the game.

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As you can imagine it was slow work trying to force the mountain passes. Whilst they were lightly defended it did take much for the combat modifiers to stack against me, also my mountain troops weren’t where they should be due to the botched deployment.

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The game system is now fully mature and was very nice to play. Given I was on a side map I didn’t see much of the rest of the game other than watching the growing amount of blocks being committed in the centre, that and the shouts of either joy or despair coming from the other side of the ballroom where the attack from East Prussia was going in.

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By the end of the game the Germans had managed to get units into the capital of Warsaw; but with much heavier casualties and in a longer time span than what the Germans achieved in 1939. Nice to be rolling dice at the table for a change but on balance I prefer the command roles. As such I request one for when the next version of the game system is rolled out next year for the invasion of France.

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I did take Nicola along as an observer- she was really interested in the idea but felt she lacked enough game experience to take part. I explained that the higher command roles are more about decision making rather than game rules; she seemed more taken with that. Hopefully I’ll persuade her to take part in the France game.

Thanks to Paul for putting the game on, and extra thanks as always to the control team who helped out.

Cheers,

Pete.

Serious Gaming: Entrusted 2.


Back in the middle of this year I got the chance to act as control in Paul Howarth and Ben Green’s hospital simulator game intrusted. See past blog report  here. Fund had been secured to run the game again for a different group of healthcare professionals and again I got the chance to help deliver it.

 

The format of the game was to be slightly different this time. It was intended that all the players would be part of a single hospital; although the narrative was continued from the last game in that the participants were now running the old hospital post- merger, otherwise the basic premise and three levels of players was retained. I went over early with Paul to Manchester to help sort things out before the game and go through the changes that had been made to the game since last time. It was nice to get a better grasp on the mechanisms of the game as last time my control role wasn’t really focused on them.

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The plenary Briefing.

After the attendees had arrived and the plenary briefing delivered we set up the room for the next day and retired to the bar. A pleasant couple of hours was spent with the control team drinking, chatting and playing a board game. In our case a run through of a the rather good Black Orchestrawhere you attempt to assassinate Hitler, we did with a briefcase bomb… There is a serious point to this, I’m of the opinion that gaming together, regardless of the game, can only improve a person’s and group’s skill level when acting as part of a control team.

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The evening’s recreational game.

After breakfast at the hotel we started early with the game and watched the players try to organise the hospital. A failure on their part to stock take what staff cards they had available at the start meant that they had plenty in turn one but then struggled in the second and subsequent turns. There were insufficient resources at the scenario start to deal with everything perfectly, this was meant to engender a discussion from the bottom- up to the board level players to get more resources this didn’t really happen for a good few hours. As this time, I was supervising the admissions/ Intensive Care unit and surgical wards I saw that the players worked incredibly hard to process the patients through the hospital and to a degree I start to empathise with them. This became apparent when the board level players came into the main room to describe their latest social media campaign. I sensed a degree of annoyance go through some of the players that they had been working hard whilst the board had been coming up with new hashtags for a twitter campaign. It was very interesting to see that as in the last game I saw how hard that the board/ directorate were working and I know full well that social media presence and public perception is of utmost importance in today’s media saturated landscape so I would not want to do the board a disservice and suggest that they were having an easier time of it than those in the main room running the basic hospital functions. One of the points of contentions was a refusal to hire the extra nurse, of non- British nationality, that were needed to man the wards. The staffing crisis got so severe that the intensive care unit was not used for a couple of turns.

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A pair of the wards staffed and with paitents.

Whilst the new mechanics are improved I think that a few player aids to speed up the learning of the game could be utilised in and subsequent run of the game.  I’d suggest that the quicker that the players understand and are comfortable with the basic mechanics the sooner that they can be different problem and scenarios can be injected in the game to generate the inter- department and inter- hierarchy discussions that will provide the greatest learning experience for the attendees.

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Discussions around anesthetist’s staffing level in the surgical theatres.

In the debrief there were some great comments by the attendees which showed that they got a lot from the game and again it was great to see gaming being used for something so beneficial.

Cheers,

Pete.

Serious Gaming: EnTrusted.

[Note: I sent a draft of this post to Paul of Story Living Games, I’ve left his comments in as italics as they do help clarify a few things.]

 

Paul, the man who was instrumental in getting Pennine Megagames up and running, does also run games for a living with his company Story Living Games clicky. While they are often for schools they are not exclusively so; a recent example of his work was the NHS hospital simulator EnTrusted that he was commissioned to develop along with Ben Green. For the first run of the game several extra people were needed to act as control to deliver the game.

With reference back to my previous post and my interest in seeing how games are used in a serious setting I was rather pleased to be asked to act as one of the control. To that end I went over to Manchester to on a Tuesday afternoon. The game was to be run over an evening and a day to a wide selection of people who work within the health sector who aren’t exactly frontline staff (such as nurses, doctors etc.) *there were some doctors involved, but the idea was to place players in unfamiliar roles to gain an appreciation of other pressures*; as such the game was intended to give them a degree of insight into the pressures of running a hospital for an administrative point of view. *not just administrative, but also operational, hence wards and surgery* As a means of recording the day and to provide some feedback on how things went, I think to satisfy the funding requirements that allowed the event to take place, a film crew was present recording what was going on and capturing a few ‘talking heads’. As far as I’m aware it has not been made public yet.*the video wasn’t a feature of the funding requirements, but rather a way to capture instant feedback, explain the rationae behind it to a wider audience and promote the use of serious games*  

After the obligatory small talk with nibbles and a drink the evening started with an icebreaker: this was a team variant of the well-known Kim’s Game. After this the attendees were given the outline of the rest of the event. They were to be split into two teams: red and yellow, each one representing a different hospital (they were told that due to the higher than expected interest in the game it was easier to run two hospitals than one large one) and within each hospital they were to be split into three hierarchies: the board, who made the big decisions on the strategic direction of the hospital, the staff, who dealt with the running of the wards and such like (these were represented by board game- esque mechanics) and the directorate who were to act as the conduit between the two levels and be the day to day managers of each hospital. My control role was to monitor the directorate in one of the hospitals. The attendees playing the board were taken into one room to develop a new name, logo and mission statement for each hospital whilst the staff players were in another room to learn how the wards were run at a mechanical level. The directorate players had a free choice as to which to attend; obviously their choice in this would influence how they were to approach the game the following day. I observed the staff training as I wanted to see how the wards were run. *The different tasks were to encourage the creation of different teams and priorities as quickly as possible in a game situation. Other elements included the boards not being made aware of the turn structure and timings in their briefing*

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The process diagram of how a ward was run- far simpler than it looks at first glance.

Ben led this session and explained how the patients, represented by cards, would enter the hospital then had to be assessed and treated before going onto a ward.  To treat a patient the surgeon had to complete a puzzle (visio-spatial for the most part), the difficulty of which was increased depending on the workload they wanted to take on rather than one puzzle per patient. After this they went on the wards where they had to be treated with nurses of the correct skill. Added to this were pre- arranged cases who went straight into the wards. Patient cards were tracked by a different colour that were cycled through and if that card had not been treated by the time that the colour came around again it would result in a negative discharge for that card. Furthermore, nurses gained tiredness tokens and had to be rested after a maximum of 4 shifts (colour changes) a tiredness token being removed for every colour changes rested.

After the attendees had been briefed, control stayed behind for a briefing on our duties on the following day before we checked into our accommodation and then went to the pub.

The next morning, thankfully no worse for the previous night’s socialising, we arrived early to and got straight into the game. My main jobs on the day were to liaise with Phil who was my opposite number for the other hospital to coordinate the injects that were introduced to each team to give them other problems to debate on and overcome and to go round the wards and leave feedback cubes on how well each ward was doing based on the success or otherwise of the staff level players. The idea was that this metric of was to be collected by the directorate level players as a snapshot of how well the hospital was performing at a given time. As an example of an inject one that I introduced was that a laptop was left on public transport by a (non-played) member of staff, this being a breach of the newly introduced data protection act. To remedy this the hospital had to draft a press release on their patient confidentiality policy and send staff for mandatory retraining. To do this I assigned one of the directorate staff to get all of the staff level players to go and do a simple puzzle (or the kind usually used to treat patients) this was just to represent the time taken up with this extra work taking them away from their job/ main role in the game. Phil and I had a list of these to work through and we made sure that they were going introduced into the game in a way that made narrative sense. I did think at the time that the attendees were taking my interruptions with bad news and further difficulties incredibly well, they just dealt with the matter at hand efficiently and without any complaints. I doubt a hobby group of players would have dealt with the same pressures with such good graces. In an interesting move by the game designers one directorate team (mine) was based in the hospital room alongside the staff players whilst the other shared a room with the board in a separate area; this led to a very different approach when it came to relations with the staff and arguing their case.*Whilst this was partly to see how players responded and worked, it was also due to the different structures within real Trusts – one option we didn’t take was adding a senior nursing position to the board. This may have made it too easy for the board team to gain an overview and bypass the directorate.*

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An example of an inject sheet.

I felt that the feedback part of the game was less successful- whilst it did provide a metric of performance it wasn’t one that was being recorded by the players, partly as they were not explicitly told to record it and partly as they never thought to. Further to that it was generated by a random/ partly subjective method and as such divorced from the mechanics of the game. If the data had been collected by the player it would have been of very little use to them in working out exactly what had gone wrong other than putting in a new general policy and informing control. If it had been tied to the game mechanically, even if this were not made explicit to the players it would have been better.

 

The big twist in the event, and the reason that there were two hospitals is that they had to merge. This meant that both hospitals had to put together a joint team that would make sure that the infrastructure and staffing structure of the joint hospital went smoothly. My control duties did not extend  that far so I’m unable to offer much insight in the process. I will say how ever that it seemed very much like the ‘other’ hospital moved into ‘my’ hospital and forced the board players in to subordinate roles. *this was an interesting development – the merger was originally only a possibility and most of the afternoon would be spent on gathering data, planning, putting teams together and implementing at a late stage. The Department of Health control made the decision to start earlier after frustrations with the board teams. Ironically, whilst the Sunrise board seemed better informed (their directorate was based in the hospital) and have fewer scandals and issues to deal with, they did not put themselves forward as much as their rivals when it came to putting what had been seen as an interim board together. Confidence seemed to count far more than competence*.

Whilst the merger discussions were taking place, it came to light that the staff in the hospital I was responsible for were ‘bending’ the rules of the system by healing more patient cards by doing lots of easy puzzles rather than one hard one in the same amount of time. I brought this to the attention to Ben who said I should up the negative feedback and talk to the directorate staff about over work. This was largely ignored so Ben said to tell them that one of their (non- played) colleagues had committed suicide due to over work. I thought this was a bit too much, not on a personal level was I bothered by it but I thought it was too emotive a topic to introduce into the game, it wouldn’t have been the call I made. Either way it was up to me to make the announcement and it was one of the trickier in game things I had to do. The feel of the day was serious but with a light hearted edge to it and announcing the death of an albeit fictional character meant it I had to very quickly decide on how I was going to phrase it and get the right level of appropriacy in the tone of my delivery. Fortunately the players took it very well and seemed to adjust their gaming behaviours accordingly.

The merger seemed to work well although it did highlight the slight differences in how the different control ran each hospital; getting consistency across control is a perennial problem in megagames, especially on the first run of any game. It also left a few players with less to do as the directorate and board teams were now twice as big for not quite twice the work. Phil and I worked this into the game by having the outsourced cleaning support workers start industrial over looming job redundancies. *Ben and I did discuss different interpretations of rules before the game – he wa less concerned, partly because different Trusts operate in different ways and therefore that would create more tensions post-merger if it happened.*

Overall the game worked very well. All of the attendees seemed to be very engaged with the whole thing and I’d like to think that they took something away from it that was worthwhile to them. Personally I think that Phil and I’s control roles could have been merged, as could the board control for that matter, as it would have brought in greater consistency for one thing. It was, however, fascinating seeing megagaming being used in a professional/ educational context by those who were not viewing the whole exercise as a day’s entertainment of time with their favourite hobby. Hopefully this will not be the only time EnTrusted gets run.

Watch the Skies Megagame at Birmingham.

I know I said I’d do this post earlier this week but I’ve been full of cold and snot….

 

Friday night saw me headed down to Birmingham with Paul to act as control for his version of Jim Wallman’s CLICKY ‘Watch the Skies’ which he was running through his own Story Living Games CLICKY rather than Pennine Megagames CLICKY. For those of you not in the know ‘Watch the Skies’ was the megagame that really catapulted the format into the hobby consciousness when a video was made by the you tubers ‘Shut up and Sit down’, they went to the first run through of the game that was put on by Megagame Makers CLICKY. The game spawned several sequels by Jim, getting bigger each time. The game is available to buy through gym and consequently many games of it have now been run around the world.

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Paul had altered the backstory and a few of the mechanics for his run through but having not played any of the earlier iterations, or seen and of the original game materials I can’t comment much on what the differences are. Five countries were played in the Birmingham game: Germany, Russia, China, Brazil and the USA along with a UN team, a one- man band press team and a two player Alien team. The basic story was that the Aliens had been using Earth as a testing ground for researching diseases and were coming back to see how things were progressing now that Humanity was developing space flight. They were to assess mankind to see if it was suitable for inclusion in the Star Federation, an Ofstead- ing of humanity if you will, this was to be accomplished by setting tasks for the players to do (not that they knew they were being watched in such a way). Parallel to this a demented Scientist at the WHO was trying to off a third of humanity to save it, mild mannered World Health Organisation by day, leader of the 12 Monkeys by night sort of things. In between this there were all sort of wars and confrontations between countries, shoot downs of alien saucers, trade deals and other typical megagame activities going on.

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My job in all this was to run the science game. Each country had a science player who was to research different technologies to aid their team. This was done by spending research tokens to buy playing cards then placing runs down to advance down the tech tree. Once they had got to the bottom that technology was available to the team. Every other turn the science players voted between themselves to award a Nobel prize for the best research that year (turns were 6 months long).

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After a slow start due to a lack of funds, it cost money as well as cards to progress down the tech tree, the players quickly got into the swing of things and co-operation rather than competition seemed to be the order of the day with the players swapping cards to help each other quite freely. Actual completed technologies were swapped much less frequently and co-operative researches rarer still, the joint US/German/ Brazilian space station very nearly came to fruition by the end of the game.

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The scientist had a secondary task to try and cure the diseases spread by the demented WHO scientist (played in our game by Tom). To do this Paul used the mechanism from the old logic game mastermind CLICKY; it proved to be a popular addition distracting President’s from important UN business on one occasion.

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The game ran really well, smaller ones often do- we had 25 players and 4 control, everybody seemed to really enjoy it. In the customary post game summing up the alien pair went last and delivered their damming verdict on humanity: requires improvement. They would return in 18 months with new challenges to test us again.

 

After the game it was the usual decamp to a local pub to talk through the games events and relive the highlights with the players.

 

Cheers,

 

Pete.