Sunday, 17 May 2026

The “Historical Accuracy” Trap: Do You Want a Simulation or a Game?

One of the longest-running debates in historical tabletop wargaming is the question of realism. How historically accurate should a wargame actually be? At what point does realism improve immersion, and when does it start to make the experience slower, clunkier, and less enjoyable?

Historical wargamers are passionate about authenticity, and rightly so. Many of us are drawn to the hobby because we love military history, historical tactics and recreating famous battles on the tabletop. But there’s an important problem sitting underneath all of this: no tabletop game can ever be a perfect simulation of real warfare. The moment history becomes a game, compromises have to be made. Real warfare is chaotic, confusing and often deeply unfair. Troops spend long periods inactive, communication fails constantly, and battles are rarely balanced. If a ruleset recreated absolute realism perfectly, would it actually still be enjoyable to play? Or would it simply become frustrating?


In this video, I explore the uneasy balance between historical accuracy and playability. |I discuss why some gamers love deeply detailed simulations filled with charts, modifiers and granular mechanics, while others prefer smoother, faster systems that focus on atmosphere and decision-making instead of bookkeeping. I also discuss the “illusion of accuracy” that sometimes appears in historical rules design. More complicated mechanics do not automatically create a more authentic experience. Every ruleset contains abstractions. Morale, fatigue, terrain, command and communication all have to be simplified to some degree if a game is going to function in a reasonable timeframe.

So what actually creates a believable historical feel? For me, it often comes down to encouraging historical behaviour rather than simulating every tiny detail literally. Good rules encourage players to make believable tactical decisions while still allowing the game to flow naturally. Smart abstractions like morale systems, command friction, and scenario design can often create a stronger sense of history than endless calculations and overly complicated mechanics.

Ultimately, there probably isn’t a single “correct” answer. Some players love hardcore simulations. Others want a relaxed evening with friends and beautifully painted miniatures. The beauty of our hobby is that it is broad enough to support all of these approaches. So where do you stand? Do you prefer realism or smooth gameplay? Can a simple game sometimes feel more historical than a detailed simulation? And have you ever stopped playing a ruleset because it became too complicated?

4 comments:

  1. This is a great topic Lee. For what it's worth, I am in the simple, fun camp. Otherwise, we could start using some kind of AI engine to determine the outcome of firing, combat and morale tests and dispense with dice altogether. And while we are at it, get rid of model troops and terrain and use small blocks of wood on a map of the battlefield....
    Lots of people like that type of game, but I wouldn't!

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  2. I 'want' the best of both worlds but that is hard to obtain.

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  3. The "illusion of accuracy" is very much a thing. As a gamer, unless you are playing a skirmish or roleplaying game you really don't need to know if someone has been injured in the upper left leg, you need to know if their mobility is reduced.

    When you engage a target you need to know if the target has been unaffected, destroyed or somewhere in between. You can get there by rolling to hit, rolling to save, rolling to penetrate, rolling to see the special effect and so on. For the big picture the how is largely irrelevant but to some all the steps are actually fun.

    I started ancients with WRG 3rd edition and teenage me loved the idea that there were 17 casualties or whatever. Then tests for 2 casualties per figure all sounded so clever and precise. It was definitely a case of illusion of accuracy. Now my ancients games worry about command control and which side has the advantage then it's down to the cube shaped gods of war.

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    1. "the cube shaped gods of war" lol. I love that description.

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