The takes “D&D has a problem letting go of its wargaming past” or “tabletop roleplaying games emerged out of wargames” have been uttered online so many time that it would probably be impossible to count at this point. As an avid wargamer and ttrpg referee, I take a major issue with two parts of both of these takes. Firstly that tabletop roleplaying games ever stopped being wargames and secondly that it would be a bad thing if they were still or that they were at one point. My thesis here will be that D&D (and most ttrpgs besides certain branches like those derived from Apocalypse World) are as a matter of fact still a kind of wargame and that this is a good thing.
Firstly, and this isn’t really an argument but I will dive down into it in this paragraph anyways, wargames are just good fun. If you haven’t for whatever reason, I recommend trying out a wargame. Of course Warhammer dominates the market space but Parabellum’s Conquest or the ASOIAF wargame are both great for those who might want more grounded fantasy and a personal favorite of mine is Privateer Press’s Warmachine, which is for the Iron Kingdoms setting (as an aside the 3.5 Iron Kingdoms books are a favorite of mine that I still use in my 3rd edition campaigns). There is a great deal of fun to be had in an afternoon of wargaming with friends.
Secondly, and I think that this is more the argument that supports my loose thesis here, large amounts of roleplaying already take place in the playing of a wargame. You need to place yourself in the mindset which you do not regularly inhabit, that of a commander of armies. Furthermore, a lot (and I mean A LOT) of wargamers take playing to the lore, style, and identity of their chosen factions very seriously (one just needs to experience the ire that Warhammer players display at Games Workshop when they feel a rule doesn’t adequately express their faction’s style). They take great pains to paint models with minute details like rank insignia, squadron emblems, etc. Many even write up histories and service records for important miniatures and OCs that they have created in the settings and through play.
Many, many wargames over the years have even created campaign systems by which to track the service of units, advance both units and heroic characters, and provide context to individual matches. As a matter of fact, this is an old tradition in wargaming which proceeds roleplaying games (and is directly where the idea of campaigns and campaign records comes from). The original D&D rules originated, as we all now know, from Arneson’s Blackmoor table, which occupied a part of the map of the larger Castle & Crusade society. These are the sorts of systems and tendencies within wargaming that roleplaying games relied on to emerge in the first place.
Okay, so we have now established that the line between wargames and roleplaying games is fuzzy at best and there is a very clear through line from campaigns within wargames into the style of roleplaying games. But why is this a good thing? Well to put it simply, the average modern roleplaying game is an individuated, alienated experience. This only becomes more true as roleplaying games and roleplayers try to differentiate themselves as “not at all like” wargames and wargamers. Embracing this legacy and the through-lines between wargames and roleplaying games, or rather as I contend collapsing the borders that we have erected between the two hobbies, is the path to creating a truly social, collective hobby.
Sorry this got a bit rambly at spots, this is less an essay and more a collection of loosely formed thoughts that I delve into as I work on the final version of Bloodfall. Thanks for reading and I hope to have the final version of the Bloodfall Rules Compendium ready for launch by Christmas time.