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(TFT) world on a "standard" (?) table...
What follows is somewhat disjointed notes as is my ilk.
Why make it easy for anyone to read the rant?
I can't even "outline" myself; why expect anyone else too?
http://www.pro-football-reference.com/blog/?page_id=518
I draw hexes on quarter inch graph paper and call the resulting figure a
"square-hex".
1 square-hex is 1 inch in length from north to south and is one and a
quarter inch from the vertices running east to west.
I also draw the page geomorphically resulting in a total 8" x 10" area
represented in 80 hexes total.
This construction has several advantages.
2 of these pages equal 1 Squad Leader half-board in total hexes (4 pages = 1
full-board of 10 hexes by 32 hexes) so one page equals one quarter Squad
Leader board in hexes.
Also, because these are not geometrically "perfect" hexes their actual area
in quarter inch squares works out to 16 total units.
In Squad Leader scale;
1 SL-hex is given in #5 Movement as a distance of 40 meters.
1 linear mile is roughly 40 SL-hexes long which is 4 half-boards n/s or 2
and a quarter half-boards e/w.
There are 80 hexes per page, 160 hexes per half-board, or 320 per
full-board.
1 SL-hex is about 1600 square meters in area making each quarter inch square
100 square meters or 10 by 10 meters in dimension.
For visual reference 1 football field is roughly 4 SL-hexes in area area
with an acre equating to roughly 2.5 SL-hexes..
1 square mile is about 1600 SL-hexes, or 40 pages, or 10 half-boards, or 5
full-boards in area.
In real-world scale;
1 half-board is roughly 8" n/s by 11" e/w.
5 full-boards are 40" n/s by 22" e/w.
10 full-boards are 40" n/s by 44" e/w and would practically require a table
top of more than 4 feet by 4 feet for a lay out representing around 2 square
miles.
The "page" format fails here with a measure of 50" n/s by 64" e/w to
approximate the same map configuration requiring a table of around four and
a half by five and a half feet in area.
When "sizing" a dinning room table a distance of 3 feet is considered a
minimum between the rooms walls and the table edge to allow reasonable
movement with at least 2 feet between settings and a table width exceeding
3.5 feet making guests stand to pass across the table.
My 4 foot wide circular table expands to 4 by 6 with one extra leaf.
I'd argue that a gamer needs at least as much space as any other guest at
the table.
I want my gaming tools to be as available as possible (i.e. no funny dice,
etc.) so I adapt to the "frame" of the cheapest commonly available materials
I can assume practically for a player to have to invest in "play" so I sweat
such issues.
To get to a "Strategic" scale;
A conceptual space of about 250,000 square miles is sufficient to encompass
Europe's largest countries.
5 full-boards cover 16,000 square-hexes.
16,000 square-hexes * 16 square miles (1 square mile per quarter inch
square) apiece total an area of 256,000 square miles.
Paris proper is a little over 30 square miles in area (approximately 9 miles
east to west and 6 miles north to south) and would require over 150
full-boards to lay out in Squad Leader.
Using what I call the Section-Township-Range (STR)-hex scale Paris is
roughly 2 full hexes.
I then use Civilization concepts to map city "production" to "squares" and
have an interesting map area for strategy that is able to be laid out on the
same table size as a (elongated) square mile on the Squad Leader scale.
Some of the best air ranges exceeded 1000 miles or over 6 boards n/s at
STR-hex scale so air stuff has to jack up a bit further to become what I'm
calling "strategic".
If each scale-level is a doubling of the previous distance then 16 miles
becomes 1 mile in 4 divisions which is roughly 1600 m sts, which is 40
SL-hexes linearly.
A Roman Legion moved roughly 10 miles a day on average while a Cavalry unit
made about 40 miles per day over favorable terrain.
Modern tanks operate at about 25 mph over level terrain and over 40 mph on
roads at top performance but due to the mechanical strain this places on the
vehicle and the logistical strain on fuel delivery and tank maintenance,
these must be considered "burst" speeds that invite mechanical failure of
engine and transmission systems.
Blitzkrieg operations in France during WWII averaged between 3 to 4 mph over
roads.
Mechanized and motorized Infantry and combined arms units were designed to
keep up with the tanks.
Car Wars
Midsized auto ~150 hp (~100 hp per ton)
High performance sports car ~600 hp (~400 hp per ton)
Formula One race car ~1000 hp (~2000 hp per ton)
Main battle tank ~1500 hp (~25 hp per ton)
Locomotive ~2500 hp (~10 hp per ton)
Conestoga Wagons were drawn by 4 to 8 horses and transported loads up to 7
metric tons. They averaged 15 miles a day (usually over dirt roads).
Wagon Trains averaged 12 to 16 miles a day.
Two-wheeled loaded carts pulled by two horses could travel at 5 miles per
hour if the horses were switched with fresh ones once or twice each day. If
the same horses were used all day every day, the wagon could travel at 4
miles per hour.
A lone traveler on foot carrying very little can walk at about 3 or 4 miles
per hour. How long he can keep it up depends on his endurance. A marathon
runner can do 8 miles per hour but likely couldn't keep that up day after
day.
A very fit person trained for travelling over mountain trails or through the
desert can, with a heavy pack (containing food and supplies), at best do
about 20 miles in one day. Without a pack, he can make about 30 miles if he
hikes fast all day. An experienced hiker not trying for a record does about
2 to 3 miles per hour.
A messenger pigeon can travel 30 miles per hour normally and 60 miles per
hour in a burst.
Foot soldiers averaged a pace of 3 miles per hour. The soldiers could do
this carrying fairly heavy loads (their equipment and some rations). Rain
and muddy roads could cut this travel rate in half (to about 1.5 miles per
hour). Forced marches usually meant marching longer (which left the soldiers
exhausted at the end) rather than faster.
An army has to take time each day to break camp, load tents and such into
wagons, and then set up camp at the end of the march--all of which cuts into
how far they can travel in a day. The larger the army, the slower it moved.
The Romans, who built temporary forts every night, often travelled only 10
to 12 miles a day even when travelling along their stone roads. Smaller
armies that made less-fortified camps might be able to do 16 to 22 miles a
day, but that was considered a hard pace.
The cavalry could travel faster, but they generally kept to the pace of the
foot soldiers or were sent ahead to the next camp site since they had to
graze their horses on good grass for about 5 hours every day. The Roman
cavalry, when on its own, could do 40 miles a day.
A less-organized army might average 8 miles per day for the infantry and 12
miles per day for the cavalry.
An average horse bearing an average rider with minimal equipment along a
road or good, fairly flat trail can travel 3 to 4 miles per hour at a walk,
8 to 10 miles per hour at a trot, 10 to 17 miles per hour at a canter, and
up to 30 miles per hour at a gallop. A horse can not keep up a canter or
gallop for more than a few miles, though. Exceptional thoroughbreds can go
over 40 miles per hour for a mile. Quarter horses can reach up to 50 miles
per hour for a quarter of a mile. Rough terrain would slow all these rates.
How far a horse and rider could travel in a day depends on the time of year,
weather, terrain, condition of the roads, load carried (rider and
equipment), and condition of the horse. A fit riding horse ridden by a
fantasy warrior might cover 50 to 60 miles in a day, but 30 miles would be
more average. A fantasy farm boy riding an old plow horse would go even
slower than that.
An endurance horse bearing a light rider with very minimal equipment can
travel 100 miles in a day on a trail over rough terrain. The horse would
need several short breaks (15 to 30 minutes) to rest during the ride and
couldn't repeat the performance the next day. The horse mainly travels at a
trot, with some walking (up hills) and some cantering (on flat areas). Keep
in mind that these horses are highly fit horses specially trained for these
distances. They are well-fed, healthy, and have plenty of water available.
Take away any of these factors, and the horse can't travel as far.
The Pony Express was made up of smaller horses and ponies who carried 165
pounds (including rider, mail, and supplies/equipment). Ponies were changed
for fresh ones every 10 to 15 miles, and riders were changed for fresh ones
every 75-100 miles. The horses traveled at about 10 miles per hour, and the
mail was moved an average of 250 miles in a 24-hour day. The trail was
mostly one of dirt.
Riding camels can travel over 100 miles in a day. Racing camels travel an
average of 20 miles per hour during 6-miles races. A camel can travel 60
miles a day across the desert carrying up to 400 pounds. Camels can carry as
much as 600 pounds if loaded properly.
Also a cut/paste from an NPR thing;
On October 3, 1955, the Mickey Mouse Club debuted on television. As we all
now know, the show quickly became a cultural icon, one of those phenomena
that helped define an era.
What is less remembered but equally, if not more, important, is that another
transformative cultural event happened that day: The Mattel toy company
began advertising a gun called the "Thunder Burp."
I know - who's ever heard of the Thunder Burp?
Well, no one.
The reason the advertisement is significant is because it marked the first
time that any toy company had attempted to peddle merchandise on television
outside of the Christmas season. Until 1955, ad budgets at toy companies
were minuscule, so the only time they could afford to hawk their wares on TV
was during Christmas. But then came Mattel and the Thunder Burp, which,
according to Howard Chudacoff, a cultural historian at Brown University, was
a kind of historical watershed. Almost overnight, children's play became
focused, as never before, on things - the toys themselves.
"It's interesting to me that when we talk about play today, the first thing
that comes to mind are toys," says Chudacoff. "Whereas when I would think of
play in the 19th century, I would think of activity rather than an object."
Chudacoff's recently published history of child's play argues that for most
of human history what children did when they played was roam in packs large
or small, more or less unsupervised, and engage in freewheeling imaginative
play. They were pirates and princesses, aristocrats and action heroes.
Basically, says Chudacoff, they spent most of their time doing what looked
like nothing much at all.
"They improvised play, whether it was in the outdoors. or whether it was on
a street corner or somebody's back yard," Chudacoff says. "They improvised
their own play; they regulated their play; they made up their own rules."
But during the second half of the 20th century, Chudacoff argues, play
changed radically. Instead of spending their time in autonomous shifting
make-believe, children were supplied with ever more specific toys for play
and predetermined scripts. Essentially, instead of playing pirate with a
tree branch they played Star Wars with a toy light saber. Chudacoff calls
this the commercialization and co-optation of child's play - a trend which
begins to shrink the size of children's imaginative space.
But commercialization isn't the only reason imagination comes under siege.
In the second half of the 20th century, Chudacoff says, parents became
increasingly concerned about safety, and were driven to create play
environments that were secure and could not be penetrated by threats of the
outside world. Karate classes, gymnastics, summer camps - these create safe
environments for children, Chudacoff says. And they also do something more:
for middle-class parents increasingly worried about achievement, they offer
to enrich a child's mind.
Change in Play, Change in Kids
Clearly the way that children spend their time has changed. Here's the
issue: A growing number of psychologists believe that these changes in what
children do has also changed kids' cognitive and emotional development.
It turns out that all that time spent playing make-believe actually helped
children develop a critical cognitive skill called executive function.
Executive function has a number of different elements, but a central one is
the ability to self-regulate. Kids with good self-regulation are able to
control their emotions and behavior, resist impulses, and exert self-control
and discipline.
We know that children's capacity for self-regulation has diminished. A
recent study replicated a study of self-regulation first done in the late
1940s, in which psychological researchers asked kids ages 3, 5 and 7 to do a
number of exercises. One of those exercises included standing perfectly
still without moving. The 3-year-olds couldn't stand still at all, the
5-year-olds could do it for about three minutes, and the 7-year-olds could
stand pretty much as long as the researchers asked. In 2001, researchers
repeated this experiment. But, psychologist Elena Bodrova at Mid-Continent
Research for Education and Learning says, the results were very different.
"Today's 5-year-olds were acting at the level of 3-year-olds 60 years ago,
and today's 7-year-olds were barely approaching the level of a 5-year-old 60
years ago," Bodrova explains. "So the results were very sad."
Sad because self-regulation is incredibly important. Poor executive function
is associated with high dropout rates, drug use and crime. In fact, good
executive function is a better predictor of success in school than a child's
IQ. Children who are able to manage their feelings and pay attention are
better able to learn. As executive function researcher Laura Berk explains,
"Self-regulation predicts effective development in virtually every domain."
The Importance of Self-Regulation
According to Berk, one reason make-believe is such a powerful tool for
building self-discipline is because during make-believe, children engage in
what's called private speech: They talk to themselves about what they are
going to do and how they are going to do it.
"In fact, if we compare preschoolers' activities and the amount of private
speech that occurs across them, we find that this self-regulating language
is highest during make-believe play," Berk says. "And this type of
self-regulating language. has been shown in many studies to be predictive of
executive functions."
And it's not just children who use private speech to control themselves. If
we look at adult use of private speech, Berk says, "we're often using it to
surmount obstacles, to master cognitive and social skills, and to manage our
emotions."
Unfortunately, the more structured the play, the more children's private
speech declines. Essentially, because children's play is so focused on
lessons and leagues, and because kids' toys increasingly inhibit imaginative
play, kids aren't getting a chance to practice policing themselves. When
they have that opportunity, says Berk, the results are clear:
Self-regulation improves.
"One index that researchers, including myself, have used. is the extent to
which a child, for example, cleans up independently after a free-choice
period in preschool," Berk says. "We find that children who are most
effective at complex make-believe play take on that responsibility with.
greater willingness, and even will assist others in doing so without teacher
prompting."
Despite the evidence of the benefits of imaginative play, however, even in
the context of preschool young children's play is in decline. According to
Yale psychological researcher Dorothy Singer, teachers and school
administrators just don't see the value.
"Because of the testing, and the emphasis now that you have to really pass
these tests, teachers are starting earlier and earlier to drill the kids in
their basic fundamentals. Play is viewed as unnecessary, a waste of time,"
Singer says. "I have so many articles that have documented the shortening of
free play for children, where the teachers in these schools are using the
time for cognitive skills."
It seems that in the rush to give children every advantage - to protect
them, to stimulate them, to enrich them - our culture has unwittingly
compromised one of the activities that helped children most. All that wasted
time was not such a waste after all.
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