Finally have a few minutes and don't have to type on a phone...
First, the "BAND OF HEROES." D&D 2nd Edition really gave this a big push, explicitly so. This is the edition that eliminated demons and assassins, after all. PCs were supposed to be Nicely Handsome Good Persons doing Nicely Handsome Good Person things. D&D is and has always been The Big Dog, so it's no surprise this took off. Combine this with the fantasy book explosion of the 80s being almost exclusively of the "Good Guys Save The World" style, and it's no wonder that many people default to a band of heroes joined at the hip.
Miniatures. Well, for well over a hundred years wargames have been on a continuum of free to rigid. CHAINMAIL is fairly close to the "free" end, whereas WRG is more "rigid." Board games, from Parcheesi to Advanced Squad Leader, tend to be more "rigid."
My experience seems to show that rigid games are easier for the players to pick up cold with no knowledge of war, or gaming, or anything else, in terms of "sit down, read, and go", whereas free games work better if there is a fair bit of knowledge by the referee at least. The first RPG I saw that required miniatures was "The Fantasy Trip," which grew out of a couple of hex-and-chit skirmish wargames. TFT combat is quite rigid. I remember the first time I played D&D with some people who had cut their teeth on TFT; I'd been using miniatures in a "show the approximate situation" way, and they wanted a much more fixed representation of what was going on.
Add to this that around 79 or 80 TSR switched its marketing to teenaged boys who would most likely not have been familiar with miniatures wargames, and you get a more rigid version of the rules. Then with 3rd Edition and the addition of miniatures they created a very rigid, rules intensive way of using miniatures.
Chirine and I both cut our teeth more on the free end of the spectrum, and he runs his extravaganzas that way. I think that's one reason he often has more success with neos or non gamers; they don't have things to unlearn. Rigid games seem too confining and complicated to me, and people used to more rigid games find free games unformed and vague. It influences a lot of stuff; for instance, if we're in a chamber and Chirine says "You hear a faint chiming sound and see a bluish white glare approaching," I will not say, "What is in the chamber;" rather, I will say "Is there something in here that I can take cover behind?" See the difference... I pose the question in a way that makes my intentions into part of the question.
Actually, I'd love to game more with miniatures, but the first problem as above is that I want to use them to set the stage and spark the imagination, not build a to-the-picoangstrom scale model of the combat.
And secondly, as Chirine has so eloquently described, the logistics of gaming anywhere other than lair sweet lair can be a major nightmare. To get to GaryCon last, I first had to take an 8 hour bus ride to GET to Minneapolis, and THEN get my sorry carcass down to Lake Geneva. I don't have Passepartout to load my packages, parcels, and portmanteaux, just me; so I limited myself to one medium large suitcase to carry a week's worth of clothes PLUS everything I needed for gaming. If Paul Stormberg wasn't supplying so much, I wouldn't be able to play miniatures or run CHAINMAIL.
I mean, I'd love to do a "Guns of Naboo" style Braunstein; the paper model SF stuff out there is lovely and fun to assemble, and I know little cheats like using 36" lengths of music wire to make tall spindly structures that are sturdy enough to use. I'd love to have Jedi fighting on an inch-wide railless walkway four feet above the table.
But I have no way to CARRY all that jazz.
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