Ive had quite a bit of time to think about this lately. Like a lot of people, I felt kind of stuck in my tabletop hobbying and realised it had been quite a while since I had done any painting.
I wanted to solve that, in part due to also wanting to spend less time online and more time doing actual stuff. Which I suppose is also part of the solution in that spending less time online means more time to do hobby things :) In particular, I realised that it'd easily been over a year since I actually painted anything for fun. I am not bothered about shifting hobbies for periods: Sometimes I am more interested in board games for example, but I AM bothered when it is something I WANT to do and have not been doing.
But I also wanted to take a moment to examine what ends up causing problems with getting stuff both painted but also on to the table. I am in the peculiar position that a lot of what I do ends up being playtesting, but we are setting that side. I am talking strictly about hobby gaming for fun.
So I sat down and had a think. And then another. And a third. It was a lot of think's actually. And I think after iterating on my think's, I came to some conclusions and some possible solutions. A few folks were interested in hearing what I came up with, so I thought I would write it up as a couple of blog posts. This first post then is about identifying the problems.
Problem number 1: Too many things that do not add up to a game.
One squad of something in 7.5mm. A couple of figures for the Westphalian third war of the sausage. A single vehicle for something. I am really prone to ending up with a bunch of stuff that cost money, takes up space and takes time to finish, only to realise that you have nothing that resembles a playable army of anything, let alone two. And since I am playing solo half the time and providing both armies the other half, I need two armies.
Problem number 2: Aiming too big
Trying to build "armies" is a problem in itself because there is a big mental difference between painting 10 guys and saying that you completed a part, versus looking at a pile of 50 or 100 guys and saying you painted 10% of it. This is ultimately about willpower I suppose but it is the same effect as in problem 1: Spending time and effort and then realising it isn't usable in a game yet.
Problem number 3: Too much fuss in setting things up
Having to dig out the paint stuff, clear off a space and so on adds a bit of friction compared to just being able to sit down and get started. And since one cat is a thief, I cannot leave things sitting for multi-part sessions, it has to be packed up after a couple of hours. (He still steals paint brushes out of the box).
This also means that multi-session painting is kind of a problem, because if it is going to take me three sittings to complete something, that greatly increases the chances of it taking forever or not getting finished.
Problem number 4: Too much futzing around to actually get started on playing
Too much futzing makes the game feel like work and if it feels like work, I might as well just be working.
Futzing includes deciding on which rules to use today, remembering how morale works in this one, realising that these rules expect to have 4 truck models which I don't have or that the scenario really ought to have a company of guys but I am 2 stands short, stopping mid game to look up what exactly happens when two guys with bazookas face in opposite directions and fire exactly simultaneously with their backs to each other.
There is an additional element here in that the people I game with are newer to miniatures, so rules inconsistency can be a real issue here as well.
Problem 4.5 here is trying to adapt my miniatures collection to the scenario and treating the scenario as the most important part.
Problem number 5: Sir Higgins is AWOL
The set up problem applies to gaming as well: At the moment, I have to be able to finish the game in one sitting because thief-cat will try to make off with the battalion commander.
Problem number 6: Not very metal is it?
This is sort of a meta-problem, or maybe it is the conclusion, but I also realised that I had gotten caught up in a lot of what is expected of a wargames table or what I thought would be expected. Which of course makes no sense because as I said, half my gaming is solo anyways. But I had fallen prone to thinking that you must be painting big armies for large games and trying to do certain things in certain ways to get certain results, which I think subconsciously I also realise was not actually what I really WANTED to do.
Ironically, I knew all along what it was, because it is what I started on when I got into "indie" miniatures gaming after we moved to Oregon.
The conclusion to part 1
I think that is all of them. I would also like to note the unfavourable rotation of the Earth, particularly strong solar winds and a general unbalance of the Ethereal Void.
Part 2 will be about tackling the collecting problems, part 3 will be about painting and part 4 will be about gaming. Those will be a bit more speculative since they are what I am planning to do (or have started to do). So stay tuned.
If you have your own wargaming blog, please drop a link in the comments, I am also trying to get back into the bloggosphere of wargamers.