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Ep14 the game of war

Dan Carlin has spent decades immersed in war games — both the tabletop miniatures he played as a child and the modern digital versions he plays today. What makes this piece compelling isn't just nostalgia; it's how Carlin uses his personal history to reveal something fundamental about how humans have always practiced for war.

The Personal History of Wargaming

Carlin's journey begins in 1972 London, where as a six-year-old he played with toy soldiers — but it was the introduction of rules that transformed play into something more structured. "He sat down he started talking to six or seven year old version of me and i didn't like this one bit," Carlin recalls, describing how rules felt to him then: "it ruined the spontaneity and the creativity of it all for me." This is a revealing admission — that structure kills imagination. Yet as he matured, Carlin came to appreciate what those rules represented: the bridge between playing with toys and thinking strategically.

Ep14 the game of war

Carlin's historical sweep extends far beyond his own experience. He notes that "one of the really seminal early rule sets for the war gaming genre" was written by H.G. Wells — the author of The War of the Worlds. This connection is more than trivia; it reveals how Victorian-era military planning blended with entertainment, and how those rules eventually fed into Dungeons & Dragons itself.

When you would buy a set of rules in the back it would be like hey you know if you want to get a hold of us uh here's our address you can call us this at this hour but we might be gone during i mean it was it was so informal and clubbish that you felt like the guys that wrote this were just you know your buddy down the street.

This captures something essential about early war gaming culture — it was intimate, local, and deeply personal. The hobby wasn't simply a commercial enterprise but rather "almost a school or a fraternity" where communities formed around shared obsession.

The Rise of Rules Lawyers

Carlin's description of rules lawyers is darkly funny and revealing. He describes how players would "argue that you should get some sort of benefit that ends up leading to well if not a victory for the rules lawyer then a less drastic defeat." This isn't just about winning — it's about finding advantage through technical interpretation rather than tactical skill. "Part of the way you won was not your great tactical expertise right and you you out think the other guy no you just have these little rule things that you noticed or maybe you know it backwards or forwards" — Carlin's voice here is almost self-deprecating, acknowledging how this aspect of gaming could become its own warped competition.

The Abstraction of Violence

Perhaps most interesting is what Carlin reveals about violence itself in these games. "There was no blood there was no violence unless it was between two players arguing with each other" — the actual combat was abstracted into mathematical calculations and paper notation. When casualties occurred, you simply wrote numbers on a piece of paper: "you suffered 17 casualties in that charge okay that doesn't even tell you how many are wounded versus how many are dead." This abstraction is remarkable — violence reduced to pure math, with miniature figures representing human beings who could be counted rather than depicted bleeding. The second world war games they played involved tanks hit and destroyed, represented by "a little puff of black cotton" placed on the toy vehicle.

Carlin also notes something revealing about modern games versus his preference: he plays games that replicate the miniatures version from the 1970s. "The game that i play them the most these days is a game that simply tries to replicate the miniatures version of the games that i played in the 1970s on a computer screen" — graphically it's stone age compared to modern options, yet nostalgia pulls him toward simpler representations.

The Transition to Digital

When computer games first arrived, Carlin was enthusiastic for practical reasons: "you didn't need an opponent you didn't need to spend all day" preparing. The digital version removed the barrier of finding a human opponent and the time commitment required by the hobby's complexity. What emerged was something that let players fight battles without the social overhead — no more arguing about rule interpretations, no more needing to find people physically to play.

Critics might note that Carlin's nostalgia for the old systems sometimes overlooks how exclusionary these communities actually were. The barrier he describes — "this is not easy stuff to do the time commitment alone um is onerous you have to be a bit of a fanatic" — was real. These hobbies required substantial investment in both time and money (he recalls figures costing forty dollars each), making them inaccessible to many.

Bottom Line

Carlin's deepest insight isn't about games at all — it's about how humans abstract violence. The puffs of black cotton, the casualty calculations written on paper, the mathematical representation of death: these reveal something about how military thinking has always been sanitized through rules and simulations. His piece works because it connects personal memory to broader questions about how we practice for conflict. The strongest part is his observation that war gaming communities were "almost like clubs" — small, insular, and deeply personal. That intimacy is what made the hobby work, and it's what digital versions replaced with pure convenience.

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Ep14 the game of war

by Dan Carlin · Dan Carlin · Watch video

it's hardcore history i imagine given the subject matter that i talk about on this program that there are quite a few people in the audience that have played strategy and tactic war gaming type games on their computer or video console or what have you over the years if that's a subject that interests you gonna have an interview on this program where we talked to one of the founders of a company who makes the most up-to-date modern types of games with a historical theme and all that i found by having the conversation with him that a lot of the same sorts of decisions and trade-offs and questions and quandaries came up in their development meetings that we had in the development meetings for war remains the virtual reality project i worked on and that's at the world war one museum in kansas city by the way if you want to see that so if you like that kind of stuff a fascinating interview with maximilian ria who's a game is hell let loose and it's it's a fascinating concept so we'll talk to him a little bit later it was if there is a ben's idea that we talk about we sort of set up the context of that with a little personal stuff which i don't like to do and i told ben i said who cares it's not very interesting and it's just me talking about my life and ben said well it's not very interesting whose fault is that's a hard one to have a pithy comeback for isn't it but the reason he brought it up is he said you talk about war games on the program all the time you're going to be talking about something like that later in the program why don't you talk about war games as you knew them kind of a war games now if this sounds like grandpa carlin on the front porch in the rocking chair whittling telling stories to the youngins and falling asleep about every 10 minutes i apologize the good old days right but it might be worth just bringing it up because there's little things about wargaming that your general member of the general public doesn't know one of the really seminal early rule sets for the war gaming genre that people play when i was growing up was written ...