Pot-au-Feu_v1.4
Pot-au-Feu_v1.4
Pot-au-Feu_v1.4
Kriegsspiel
In the XIXth century, German officers started to use modified chess pieces and boards to simulate
warfare, a game they simply called Kriegsspiel – The Game of War.
Being essentially a hack of Chess though, the board and pieces made it too unrealistic, until in 1812, a
Prussian nobleman and wargaming enthusiast called George Leopold von Reisswitz came up with a
more free-form version of the game, with tokens to represent units and a table with 3D terrain instead
of a board, to allow for more realistic troop movement, formations, etc. This quickly became a
popular game for officers of any military to play as the more open-nature of the game. Reisswitz's son
perfected the rules, most notably adding an impartial Referee called the Umpire, and used accurate
large-scale topographical maps for added immersion and realism. Later on, in 1873/75, Lieutenant
Wilhelm Jacob Meckel published two treatises with complaints about the overcomplicated rules: they
slowed down play, prevented the Referee from applying his expertise, were too rigid to model all
possible situations, and all that made officers unwilling to learn how to run it, which meant the one
unlucky sob who did learn the rules was stuck in the Referee role forever. Rings a bell?
Free Kriegsspiel
In 1876, General Julius von Verdy du Vernois adressed these issues by getting rid of all the non-
diegetic stuff: no more rules or tools, the umpire is the absolute authority and arbitrates the game as
he sees fit. It was well-received as it allowed Referees to use their own expertise and for games to be
as elaborate or as simple as required. I believe that this new approach to game design – having a
Referee use the rules to inform decisions without necessarily having to follow them to the letters,
finishes the shift from board game to wargame, and also is the first step towards adventure games.
Players, imagine what you would do in your character's position. Don't let them run you though – you
decide what's interesting to pursue. You are responsible for your own fun and that of the group – go
where the excitement is, trust the Referee and your fellow Players, and express yourself, be it to add to
the immersion of the experience, encourage others or let the group know of something that bothers
you. That's literally all you have to do.
I'm hoping this short-ish presentation will make people who are still on the fence about the FKR want
to check out the freedom it promises. That those who are interested in adventure games but can't be
bothered with learning rules and are willing to trust the Referee to do a better job at simulating the
world that words can, or simply don't know anything about RPGs or D&D and stumbled here (hello!)
will be reassured that things don't have to be, and won't be complicated. We can just sit down and
have fun with one of the most entertaining, immersive and powerful hobby I know of.
Further Reading
• Der Tresor, an online repository for the Free Kriegsspiel Revolution
https://docs.google.com/document/d/1_4IIrBbn4ddoq-
9dYlsnaluDbJJmX20rvAKzL31vxK4/edit#heading=h.wu6hoz3jk8lv