

I'm convinced the right book can do as much to enhance a good wargame or sim as any pricey peripheral or cutting-edge graphics card.īut how do you go about finding The Right Book? That's where the Reading Room comes in.

Sometimes their words and images alter the way we play, turning participation into something far more intense. They drag us deeper into our fact-based fictions than any briefing screen, cut-scene, or unit encyclopedia could ever hope to. They're the memoirs and histories that plug the holes that riddle even the best reality-rooted games. Any imbecile (-2 Martial, -2 Intrigue, -2 Diplomacy etc.) could see it was actually a love letter to, and a rallying cry for a certain seriously splendid medieval social-climbing sim.Īs well as deepening my admiration for Henrik Fåhraeus & co (I'm struggling to think of a Paradox production more in tune with its period) and helping to determine 90% of my play diet this week, Jim Bradbury's tome also left me musing on the power of well-chosen companion texts.Ĭompanion texts are the books that should be included in Collectors Editions but never are. The AAR was called Stephen and Matilda and purported to be an authoritative history of The Anarchy. A few days ago, almost by accident, I found myself reading a 200-page Crusader Kings 2 After Action Report. Assuming, of course, visitors like yourself are willing to do their bit.”Ī bit of an experiment this week.

Additional volumes should be arriving soon. At present we've only got the two - down there in the WW2 section (he gestures towards a shelf-lined alcove watched over by a large ceiling-mounted model of a Short Sunderland). “You were expecting more books? Everyone expects more books. This has to be the place, and yet, if it is, where are all the books? Noticing your baffled expression, a librarian, all tweed and twinkling eyes, approaches. The scent of parquet wax and trapped sunbeams greets you as you prise open the heavy glass door and step inside.
