Tag Archives: gaming

Writing Process 11 – Gaming a Story

To show the narrative game process, I’m going to game out the campaign in the Valle del Cielo, between the Campilesia Independent Forces and the invading Sur-Marais Army. This post will set up the game. The next post will play it out.

The Map

I took the map I had previously created for The General of the Pen and I added a hex overlay. It’s thicker than I would have liked, but it’s what I could do quickly. Clearly, the map is not set up for the hex overlay, as cities and villages are not quite centered, but again, I did this pretty quickly.

Each hex is roughly ten miles from center to center.

The Rules

This game is going to track how fast units move about the valley. Each round is one day.

Units

Every unit on the map is going to represent one independent formation, moving under by the decisions of one commanding officer. This could be as small as a squadron of 300 soldiers, or an entire army corps of 30,000.

Each unit has a movement speed, which represents how fast the unit can move about in one day. This speed will be limited to the slowest formation in its order of battle, either infantry (foot and wagon speed) or cavalry (mounted horse speed).

The units will not have the same speed necessarily. The well-drilled Sur-Marais infantry can pack up and march quicker than the newly raised Campilesian volunteers. On the other hand, while the Campilesian cavalry is not well-drilled, they are all expert horsemen, so they will move the same speed as their professional counterparts.

FactionUnitSpeed
Sur-MaraisInfantry2 hexes
Sur-MaraisCavalry3 hexes
CampilesianInfantry1 hex
CampilesianCavalry3 hexes

Unit composition

Other than changing the movement, the composition of any unit on the field will have several other influeces.

  • The unit commander’s knowledge of strength will inform their deicisons.
  • A unit with cavalry can ‘scout’ the nearby hexes to find out what is nearby.
  • Larger units will eat up supply quicker. While I’m not tracking supply by numbers, it will something to keep under consideration for narrative purposes.

Messengers

It’ll be important to remember that in this world, there are no radios or telephones. There are telegraphs, but they exist only between major cities, so they won’t have much of an impact on this game. Narratively, that any information known in San Martin (the capital city of the valley) is known to the greater Campilesian movement beyond, which may have an impact. I’m giving myself that options.

A message dispatched by an officer will move up to 50 miles (5 hexes) in one day. This is a bit messier to track, but important to know when certain officers know about events further down the valley. And it’ll be one more reason to have the character try to build a telegraph down the valley.

Commander Choices

Finally, I need to make the choices for each unit from the viewpoint of the commander of that unit, at that time an place. I want to take into account:

  • Their education and training
  • Their skill and talent (or lack thereof)
  • What they know
  • Their mission
  • Their biases and personality.

Starting Positions

In this step, I set units about the battlefield and decide what their current composition it. I figured out most of this in earlier blog posts where I built the armies, but now I get to see it on the map.

The Sur-Marais force is in the west, at the large town / small city of Santa Catrina. Here, I’m going to place two markers. One represents the force sent to pacify the valley. An army corps, supplemented by two additional cavalry brigades. Around 20,000 men at arms, all told. The second marker represents the garrison force of Santa Catrina, to guard the supplies. I’ll say this is a brigade of infantry, some artillery, and a lot of supply clerks. Maybe 4,000 men, all counted. They won’t do much, except represent the enemy ‘base.’

The Campilesians are spread out. They have a brigade at San Martin in the east (three battalions of infantry and an artillery battery, 2,600 men). And a brigade I will put at the crossroads (also three battalions and a battery, but only at 1,800 men). There are also about seven hundred scouting the west. I will put three tokens down, for each of the three scouting units, representing where they’re focused on looking.

I’m also going to add markers for the main characters of the story, at least as far as they make it into the game. One for the allied commander, Major General Alonso de Mendoza, and one for the POV character, Gerhard Van Rumm.

The red enemy forces in the west stand ready to advance down the valley. Three markers indicate where scouts focus their efforts. Blue forces sit near the crossroads and the city to the east. The gold and silver circles represent the two main characters of the story.

Beginning the Game

I’ve got the tables for each unit on the board, with their subordinate units and some notes on their commanders.

I have the starting places for the units.

I have the established rules.

Starting the next blog post, I will begin playing the game.

Writing Process 10: Gaming

Writing a story comes from a place of plot, building something for the characters to experience that the readers will enjoy. But when it comes to complex scenarios that occur during such stories, the initial rough draft will often be more plot oriented and inconsistent. To work out those scenarios, iron out the inconsistencies and retain the exciting plot, I’ve found it helpful to game out the scenarios.

Please note: a game can represent any scenario, but so far, I've dealt mostly with military battles and campaigns. Therefore, this blog post will speak mostly about gaming out battles. There are some games I have set up for non-campaign projects, but I'm still working through them, and I want to keep them secret for now.

What is a Game?

First, let’s establish what I mean by a game.

A game is a physical representation of a complex scenario from one of my books. This representation allows me to process the scenario, watching all its component parts.

To do this, I need:

A star map for a science fiction project.

A map of a geographical area. In some cases, I might make an organizational relationship. It largely depends on what I need to track. But so far, it’s been geography.

I need tokens to represent units, characters, locations. And participant in the game that I want to track. This may come with a key or stat card for the tokens.

A set of rules to guide the game. These rules will tell me how much time passes each turn, how far units can move, how terrain impacts movement, and things such as that.

A timeline to track the passage of time and events that occur each turn. One game I took pictures of the board each round and tracked everything. Another game, it was just notebook pages. At some point, spreadsheets will be involved.

There are also aspects which might be unique, or at least not universal, to particular games. Maybe one game I need to worry about supplies. Another game, the political relationship between factions. Most games might not require their own specific rulesets, but I should be open to building them if necessary. It all depends on what I’m trying to build.

Which leads us to….

Why ‘play’ a Game?

To be clear, the purpose of a game is not to roll dice and see who wins a contest. I’m not putting the plot of the story into question. But what I can do is use the game to watch and consider the complex situations and check them for common errors and opportunities.

A good battle scene may require both the bird-eye (strategic) or authorial and the ground-level (tactical) or character points of view.

1. Keep units moving realistically

It’s a very common error on my part in early drafts: people and ships move at the speed of plot. At the end of one rough draft, I realized an entire company of characters had moved thirty miles in an hour by horseback. It’s something I’ve become aware I need to pay attention to.

Since most of the games I’ve played so far have been military campaigns, movement rules are important. The general in charge of the dramatic campaign would know how to stagger his orders so all the units would — or at least should — arrive at their attack points at the correct time. Yes, things could get in the way, but orders are written with the best of intentions. Until I get in the way (see #3, below).

2. To notice bad decisions (for characters or author)

This works hand in hand with reason 1; my initial campaign idea is usually plot driven. When I lay it down on a map and start moving units around, I notice things that the decision-makers in the story would notice. For example:

  • This company captured this village early, which means this road was cut. I can’t use the road later. Either the company can’t capture it early, or I have to find other ways to move things around.
  • This officer made a decision that doesn’t make sense on the read through; she would have to trust that an enemy unit wouldn’t attack or move, and there’s no way she would know that. She has to make a better decision, or I have to explain a more flawed on.
  • This unit spends much of its time in action without running out of ammo. How is it resupplying? Or is it resupplying at all? I’ll need to address this.

3. To see from unnamed character’s eyes

If early drafts of a battle are plot driven, they’re usually from the viewpoint of one or two characters. Units and other characters will appear and disappear as needed, and events will flow from their POVs.

But a battle involves dozens, hundreds or even thousands (or more) people, and many of them can influence its course through their decisions. By looking at the game from the top-down POV, I can see a dozen such decision points each turn of the game, with characters making choices based off incorrect decisions seen through personal biases.

Things happen behind the scenes that may not even be mentioned in the book, but they can influence how and where people and groups show up in the story. I may even think of entirely different ways to fight, flow or end the battle.

Influence on the Story

The influence is on subsequent drafts is pretty clear (at least to me, the one who has to read all the drafts, over and over again). Battles flow more realistically. Units deal with supply issues, casualties and travel times. Characters make better or worse decisions of incomplete information, and the impact of those decisions ripples across the battlefield, and the story.

Now, all I have to do is take my rough draft and incorporate the lessons of the game into the next draft. In some ways this is easy, as I have a wealth of new information to add to the story to tell the important parts better. On the other hand, there’s also a lot of extraneous information I may feel like flooding the reader with. And I don’t want to do that. Yes, I gamed everything out, but the reader doesn’t want to read about every decision 30 officers made over three days of battle.

Does that mean a lot of effort was made, recorded and wasted?

Not at all. It’s just hidden behind the curtain.

Gaming the General of the Pen

Here is where I would normally do a section on gaming a part of General of the Pen, but I realized pretty early that a good game would take too long to put as a section of blog post. So, I’ll make that the 11th chapter of this series.

Conclusion

The word game is not meant to leave the fate of the story to rolls of the dice. It is meant to add structure to the world and keep my storytelling realistic, or at least consistent. By using a map, tokens, and a set of rules, I can make sure the characters go through events that meet the needs of the story, but don’t take the reader out of it with ridiculous movement jumps, stupid decisions, or forgotten units.

Join me next time when I show you how this works by taking my original plot for General of the Pen and setting a game to it.

Until the, cheers!

Michael