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Patrick's Simulation Realities

Podkast av Patrick Gebhardt

engelsk

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“Patricks Simulation Realities” is the podcast for enthusiasts and professionals who live and breathe conflict simulations. Each episode dives into the complexities of game design, the stories behind historical conflict simulations, and the strategies that emerge from them. Whether you’re a player, designer, or just passionate about strategic depth, this podcast explores the intersection of history, theory, and gameplay, with a special focus on games from VUCA Simulations and behind-the-scenes insights from our designers and playtesters.

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9 Episoder

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

#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. jan. 2026 - 1 h 2 min
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