John Curry - Matrix Games for Modern Wargaming
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Matrix Games for Modern Wargaming
Developments in Professional and Educational Wargames
Innovations in Wargaming
Volume 2
John Curry and Tim Price MBE
Foreword by Dr. Peter P. Perla
CopyrightJohn Curry and Tim Price 2014.
The rights ofJohn Curry and Tim Price to be identified as Authors of this Work have beenasserted by them in accordance with the Copyright, Designs and Patents Act1988.
The FalklandsWar chapter was based on the work of Tim Gow of Wargame Developments. It isreproduced with permission.
All rightsreserved. No part of this book may be reproduced or transmitted in any form byany means, electronic, mechanical, photocopying, recording, or otherwisewithout the prior written permission of authors.
There areover sixty books currently edited or written by John Curry as part of theHistory of Wargaming Project. Those about professional wargames as used by themilitary include:
Peter Perla's Art ofWargaming book, A Guide for professionals and hobbyists
Dark Guest TrainingGames for Cyber Warfare Volume 1 Wargaming Internet Based Attacks
Thomas Allen's War Games:Professional Wargaming 1945-1985
Innovations in WargamingVol 1, Developments in Hobby and Professional Wargames
Army Wargames: StaffCollege Exercises 1870-1980
Contact! The RestrictedCanadian Army Tactical Wargame (1980)
Dunn Kempf: the TacticalWargame of the American Army (1977-1997)
Tacspiel, the AmericanArmy's War Game of the Vietnam War (1966)
The British Army WarGame (1956)
The British Army DesertWar Game (1978) MOD Wargaming Rules
Andrew Wilsons The Bomb and theComputer: The History of Professional Wargaming 1780- 1968
See The History of Wargaming Project at www.wargaming.co for other publications.
Cover illustration: Photograph taken by Tim Price MBE.
Note: varioushandouts for the game can be downloaded from the History of Wargaming Projectwebsite at http://www.wargaming.co/professional/details/matrixgames.htm
Matrix gamesas noted in this work is a term used to describe the wargaming term to describea particular method of narrative gaming and is not connected or related in anyway to Matrix Games Limited or their video game products.
Contents
Editorial Note on Modern Wargamingand Ethics: Themorality of wargaming debate periodically rears its head from time to time inthe media. It is difficult to sustain the argument that most historical (orfantasy) wargaming are morally ambiguous. The experience of a miniature gamer movingfigures across a table top representation of the fields of Middle Earth or theRoman Empire is clearly far removed from the modern world. The games in thisbook, although categorised as 'games', are in the serious game space. Their aimis primarily for education, training and analysis and are clearly a stepremoved from games played purely for entertainment.
Some from a Westerndemocratic perspective have found some of the conflicts included in this bookdifficult to comprehend. Reality is often not straightforward; the narrative iscontested. The challenge is to help the players to build a mental model of thesituation, actors and their motives in these often convoluted confrontations.Therefore the key aim of these games was to help convey a deeper understandingof a crisis involving actors often from a very different cultural background tothe players. The educational value placed on developing this understanding wasfelt to outweigh any issues with running a 'game' about subjects that manymight find distasteful.
Simplehomemade counters, a hand drawn map and a few dice are all the playing aidsneeded for a matrix game. The handouts for this game are available fromwww.wargaming.co
If you're like I was until a veryfew years ago, you know little or nothing about Matrix Games- perhaps justenough to pick up this book. Invented in the early 1990s by American ChrisEngle, Matrix Games are something of a break with the traditions of both boardand miniatures wargaming. Although closer in spirit to Dungeons &Dragons and other role playing games, Matrix Games also depart from thereliance on detailed charts and tables, which characterized at least the earlymanifestations of such games.
In Matrix Games,knowledge, imagination, and persuasiveness dominate. Both the referee (MatrixMaster?) and the players find their greatest success by drawing on theirstorytelling skills. In many ways, Matrix Games boil down the art of gaming toits essence.
Most fortuitously forme, my first real experience of playing a Matrix Game came at the hands of amasterTim Price of the UK Army. Tim refereed a game of Lasgah Pol, setin 2008 in a fictional town and countryside in Afghanistan- and one of fivefull-up games included in this book. I played the Tribal Elder. Things startedout well for me, as I led the inhabitants in a successful harvest of alucrative poppy crop. But it was all downhill from there. The Taliban werediscredited by a cleverly placed recording device concealed by the AfghanNational Army (ANA) commander in the local mosque. It recorded the TalibanLeader's cynical plan to slaughter civilians and blame both NATO and the ANA.The Commander of the latter, working hand-in-glove with the District Governor,out manoeuvred us all and won a smashing victory, defeating the Taliban, 'showingup' the Chief of Police, and even crushing the latter's Mercedes Benz under thetreads of his tank as he drove out of town to his new promotion. (That had beenone of the Commander's personal goals from early in the game after the policefailed to cooperate with him!)
Lasgah Pol and the other games presented herecome from the realm of what is sometimes called "professionalwargames." These are games designed and run to help educate defenceprofessionals about a variety of important topics. The background,descriptions, and materials contained herein will enable you, dear reader, toexplore those games yourself. They require very little from you and othersplaying the games. A lively imagination, creative command of language, and aquick wit. But their simplicity can sometimes conceal both their subtlety andtheir power.
As I have preachedfrom other pulpits, wargaming is an art, an art I often describe as 'interactivestory living'. It's power to affect and teach intellects and emotions derivesin large part from its ability to draw its players into a narrative, and todraw a narrative out if it's players. In many ways, as I said earlier, MatrixGames are possibly the most pure form of that art. Reading this book, andstudying its examples, can get you started. But like any art form, only talentand practice can help you create excellence.
It's time you gotstarted!
Peter P. Perla
Dr. Peter P. Perla is a senior research analyst atCNA, a Washington-area, non-profit studies and analysis organization. He haspublished numerous articles dealing with wargaming and defense affairs. He isalso the designer of commercial board wargames. Peter is the author of theclassic book on professional wargaming, Peter Perlas The Art of Wargaming AGuide for Professionals and Hobbyists first published in 1990, the secondedition was published by the History of Wargaming Project in 2011.
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