Designing for Schools / Drew Mackie In Issue 7 Walter Oppenheim described the use he had made of SPI and other manufacturers' games for teaching history in secondary schools. Particularly he mentioned the problem of using games the complexity of which make them good simulations but which the average history pupil finds hard to grasp. It is this problem which I wish to consider here. For some time now I have been designing teaching games in planning and architecture and it is only recently that I became interested in wargaming through playing both Avalon Hill and SPI games. Last year this interest blossomed into the formation of a company to design and sell historical simulations - thus was born Warthog Games. The first game we have put on the market is "Bonnie Prince Charlie" - a military and political simulation of the '45 rebellion - and in the first month of its commercial life we have already encountered the problem posed by Walter Oppenheim - how do you design a game which will be complex enough to please the wargaming market and yet which can be used with varying ages of schoolchildren to teach history? Our answer to this has been to produce a "teaching pack" for "Bonnie Prince Charlie" which allows the game to be played in a simple form by a class of about 30 pupils. Although the overall simulation is simplified the new rules allow the simulation of aspects not present in the commercial wargame. For example, in the "straight" wargame version of "Bonnie Prince Charlie", battles are resolved using a tactical matrix system which emphasises "outguessing" and does not use a die roll. In the classroom game battles are considerably simplified so that a die roll largely determines the outcome. On the other hand the simulation of problems of communication and command is more sophisticated in the classroom game as messages take "days" to travel from commander to commander. In our opinion, the solution to Walter Oppenheim's problem is not merely to simplify but to change the game so that it is more appropriate as a teaching vehicle n the classroom situation. How successful this may be we don't know yet but we are currently playtesting this approach with schoolchildren at Torry Academy in Aberdeen. An example of the opposite approach is a game which we have in the final development stage at this moment. This is a simulation of the process of a military coup in the fictitious country of Calagrande. Although designed as a political game for five players, it is about to be used as a demonstration of "agency role analysis" - i.e. the study of the structure of political and informational relationships within units of society - in this case the armed forces of a small country. The "clip on" pack we are designing for this allows considerable sophistication of the basic game along with an increase in complexity. The expanded game will play with around 25 players at the ISAGA conference later this year and can there after be used as a teaching tool for sixth form students or in universities. Thus we hope that we can produce "packs" which allow a teacher to adapt a game either "upwards" towards greater detail and complexity for the senior years or to adapt "downwards" for younger or less able pupils. The basic message, however, is clear. To be successful in this you are better to start with a good simulation which can be adapted rather than an overly simple one which can't. In this way (particularly if packs are geared to the school curriculum, reading lists etc.) the designer can provide a flexible tool for use at several stages of educational development. ("I.S.A.G.A." stands for the International Simulation and Gaming Association.)