Patrick's Simulation Realities

#006 - Dennis Benson / Exploring games on Normandy

51 min · 1 de oct de 2025
portada del episodio #006 - Dennis Benson / Exploring games on Normandy

Descripción

This conversation delves into the world of conflict simulation, particularly focusing on war games that depict the Battle of Normandy. The host and guest discuss various games that provide insights into the historical events of the Normandy invasion, emphasizing the importance of understanding the battlefield through these simulations. They explore different games, their mechanics, and how they reflect the realities of warfare, offering recommendations for both enthusiasts and newcomers to the genre.

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9 episodios

episode #009 / Paul Hederer / 1916 - Prelude to Blitzkrieg artwork

#009 / Paul Hederer / 1916 - Prelude to Blitzkrieg

In this episode, we sit down with Paul Hederer to talk about the long road from lifelong wargamer to published designer. Paul shares his background—from growing up in the U.S. and serving in the Air Force to building a life in Switzerland—along with how his professional work in leadership and communications coaching intersects with the way he thinks about clarity, structure, and decision-making in game design. The main focus is Paul’s ambitious WWI project: an operational-level game covering the full Romanian Campaign of 1916 (August 27 through the stabilization of the front in Moldova by late December). We discuss why this theater is uniquely complex, how research in archives (including Freiburg and Russian sources) shaped the order of battle, and what makes the campaign such a rare “multiple offensives on all sides” narrative—Romanians, Bulgarians under Mackensen, Russians, and the Central Powers counter-offensive across a huge front. Paul also explains why he transitioned the design framework from Michael Resch’s lineage (Twilight in the East / Offensive à l’Outrance) toward the “Nach Paris” family, what that changes in accessibility and procedures, and which elements had to be adapted for 1916 realities: flexible command structures, multinational formations, supply constraints, and differences in rail and terrain. Finally, we touch on AI as a practical designer tool—especially NotebookLM—for research verification and rules consistency checks, and Paul gives an update on playtesting, map and rules streamlining, and what’s next for the project (including future ideas like a Brusilov Offensive game). If you enjoy deep dives into operational wargame design, historical research, and the behind-the-scenes process of turning a decade-long passion project into a playable system, this one is for you.

15 de ene de 20261 h 2 min