Helpers and PBEM: An honest debate
Posted: Thu Jan 14, 2016 9:14 pm
I bring this to the open to discuss it, to pierce the abcess open.
I really, really don't get the staunch refusal to allow Helpers in PBEM, or to even consider them a cheat or a crotch. To me, I start to believe one of the factors that the PBEM get so one-sided is that players have to play the game with one hand tied behind their back. From a game design standpoint, Helpers are THE big equalizer that helps turn a desperate, no-win situation into something more palatable in a bad spot. They are a fist on the table, extra resources scrambled for a one-time offensive, desperate and frantic searches for more clout both high and low at the expense of my cred, etc.
I get that, people want to play within the framework and the so-called "realistic limitations" of the game. I can see why, to their mind, Helpers are like magic. I just don't agree. Sometimes, the situation gets to a point that, realistically, Stalin or Halder would lose patience and scramble something desperate. Stalin would order a general counter-attack that his commanders knew were plain impossible or suicidal, but would do them nonetheless and die to a man. Halder would hit the table with his fist and say, "I don't care where and how, just find me the fuel/trucks/men to do it and get those Panzers to xyz."
Helpers, to my mind, represent this. And like in real life, shout too much for help and people wonder if you are up to the task.
We have to remember, games in DC:B are won and lost on VPs. You choose an objective, the opponent chooses his, and the one who meets his objective, while making the other forfeit his, wins the game. Use Helpers, and you lose VPs. Use them too much, and you lose too many to stand to win or even draw the game. Use them while the other player doesn't, you get short-term bonus for a long-term deficit. Players can afford to use it once in a desperate situation to at least bring the situation under a bit of control, but at the expense of a possible good result at the end. If they use it too much, well it won't matter what happens, Stalin/Halder loses his cred or cries wolf too much, gets shot/thrown off a cliff, and it is game over.
For example, right now the Soviets are stuck in a game-design mud for at least 3 turns in June-July, since German players can and does use the D+2 Offensive Card without any consequence. That's part of the reality of the game. right now: early Soviet armies simply can't move on their own. Would Stalin would just say "you know, it's okey I understand my command and control is thoroughly being raped by the Luftwaffe, as the Fascists have a right to do"? I don't believe so. He would lose patience and tell Beria "I don't care how, if it's by smoke signals, travelling pidgeons, courriers, or messages telegraphed in the clear, but get these troops moving." Hence, Helpers.
How the situation would be more... nerve-wrecking for the Germans if, expecting the Soviet blocks to be pushed around, he gets instead unexpectedly counter-attacked at the right moment, or the carpet pulled from under his feet? Or if I throw the infamous Mogilev firewall expecting the Germans to have no fuel left... but suddently to my horror they use that moment to scramble the fuel to exploit the chinks in my armor for a breakthrough?
I really, really don't get the staunch refusal to allow Helpers in PBEM, or to even consider them a cheat or a crotch. To me, I start to believe one of the factors that the PBEM get so one-sided is that players have to play the game with one hand tied behind their back. From a game design standpoint, Helpers are THE big equalizer that helps turn a desperate, no-win situation into something more palatable in a bad spot. They are a fist on the table, extra resources scrambled for a one-time offensive, desperate and frantic searches for more clout both high and low at the expense of my cred, etc.
I get that, people want to play within the framework and the so-called "realistic limitations" of the game. I can see why, to their mind, Helpers are like magic. I just don't agree. Sometimes, the situation gets to a point that, realistically, Stalin or Halder would lose patience and scramble something desperate. Stalin would order a general counter-attack that his commanders knew were plain impossible or suicidal, but would do them nonetheless and die to a man. Halder would hit the table with his fist and say, "I don't care where and how, just find me the fuel/trucks/men to do it and get those Panzers to xyz."
Helpers, to my mind, represent this. And like in real life, shout too much for help and people wonder if you are up to the task.
We have to remember, games in DC:B are won and lost on VPs. You choose an objective, the opponent chooses his, and the one who meets his objective, while making the other forfeit his, wins the game. Use Helpers, and you lose VPs. Use them too much, and you lose too many to stand to win or even draw the game. Use them while the other player doesn't, you get short-term bonus for a long-term deficit. Players can afford to use it once in a desperate situation to at least bring the situation under a bit of control, but at the expense of a possible good result at the end. If they use it too much, well it won't matter what happens, Stalin/Halder loses his cred or cries wolf too much, gets shot/thrown off a cliff, and it is game over.
For example, right now the Soviets are stuck in a game-design mud for at least 3 turns in June-July, since German players can and does use the D+2 Offensive Card without any consequence. That's part of the reality of the game. right now: early Soviet armies simply can't move on their own. Would Stalin would just say "you know, it's okey I understand my command and control is thoroughly being raped by the Luftwaffe, as the Fascists have a right to do"? I don't believe so. He would lose patience and tell Beria "I don't care how, if it's by smoke signals, travelling pidgeons, courriers, or messages telegraphed in the clear, but get these troops moving." Hence, Helpers.
How the situation would be more... nerve-wrecking for the Germans if, expecting the Soviet blocks to be pushed around, he gets instead unexpectedly counter-attacked at the right moment, or the carpet pulled from under his feet? Or if I throw the infamous Mogilev firewall expecting the Germans to have no fuel left... but suddently to my horror they use that moment to scramble the fuel to exploit the chinks in my armor for a breakthrough?