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S&T Supplement Newsletter | SPI Game Design NewsletterLater SPI Newsletters |

!                           

Launched in January of 1971, the Game Design  newsletter was SPI's answer to a growing demand of 'how do I create a wargame?' questions that filled their mailbox in 1970. Here is Dunnigan's explanation:

"In Designer's Notes we try to teach the techniques of designing games. That will take
a while. But if you hang in there you might just make it."

The opening paragraphs stated "a consistent 50% of S&T's readership register an active interest in designing games." Fearing the info on designing would detract from the history side of Strategy &Tactics magazine, they followed the lead of the original S&T Supplement newsletter, which the Game Design newsletter replaced. It was published on the off-month cycle of S&T.

The difference this time is the articles were NOT the product of the 'slush pile' - articles that were submitted or already produced which did not fit into the S&T wheel house. This time the articles were to be about designing - though that seems a bit loose in their interpretation.

When I said S&T Supplement was anything but professional in its look, the first issue layout of Game Design makes S&T Supplement layout look good. Some people today will look at these in horror. The back side is worse than the front. In the 1971 era 'Rub On' lettering, the sections titles were there - but nothing is straight.

We did not care. In the pre-Internet era, we were ALL living in an information desert. It was the info we thirsted for - not the cosmetics of the moment. Again, the emphasis was on the information. It does not help that the first two issues were in the gawd-awful bedsheet format - tough to make that look good!

But they did get the information to you, which was SPI's real reason for existence.

While RAS focused on making the games, and the magazines look good - the Newsletters were just 'get the info out there.' And we loved them for it. [And obviously, as you look around this website, I am still in that mindset!] )

Within a half year, they pull together a 'standard' for most issues: Beyond Dunnigan's Designer Notes column, mentioned above, other features of interest are Design Notes. Here the designer of
a specific game goes into detail on how a particular game was put together. In the Data Modules features, a particular area is studied in great detail.

Perhaps not riveting reading. But for those trying to grok the nature of game design in 1971, it was like JFD was tossing you the keys to the Gates of Mordor! There were risks to your sanity awaiting but hell yes, we answered!

All the info in this newsletter is solid gold. In issue one, Dunnigan gives never before seen insights in the creation of the Test Series Games - with the idea of explaining game designing is not rocket science. But it is an art, as Al Nofi's article explains. Nofi's sudden thrust into game design is valuable reading. His ending eight or nine bullet points on game design necessities are likely still as accurate today as they were 50 years ago. 

SPI would collect the good stuff from these newsletters and use them for their second (and final?) published book. But to me, that book had all the fun stripped out of it. These newsletters are a view from the trenches.

Enjoy your journey.

           ---Russ Gifford

I have tried to pull them together as best I can, but anyone who has tried to scan the bedsheet formats knows it is simply a trial by fire experience.

Special thanks to David Barkey for providing these newsletters. It is a gift to the SPI community, as printed copies of these are very rare. Like the original spirit of SPI, providing these scans is a contribution to the history of SPI, and to the community that still follows this spirit. Many thanks, David!

Below are the links to these newsletters. 

INDEX TO GAME DESIGN NEWSLETTER

Pieces that appeared in all or most issues:

bulletEditorial -- because of course, that is what JFD does best.
bullet“Designer Notes” - a look at the design process of a specific game.
bullet“TSG Review” looking at the recent and new designs from SPI.
bullet“AH Review" looking at items off interest in design terms from AH.
bullet"Data Module" shows research that becomes a part of a game. Usually Stephen Patrick.
Title About
Game Design issue 1         
Jan / Feb 1971
bullet Overview / Intentions  -- Jim Dunnigan
bullet TSG Review - Jim Dunnigan
bullet Designing TAC 14 - Dr. Al Nofi
bullet Data Module - WWII Vehicles - Stephen Patrick
bullet AH Review - Omar DeWitt
18 pages

Game Design issue 2         
March / April 1971
 
bullet Designer's Note  -- Jim Dunnigan
bullet Conflict Analysis -- Arnold Hendricks

"These two articles probably say more about what [this newsletter] is about than the mix of articles in the last issue."

16 pages


Game Design issue 3         
 1971
 
bullet Designer Notes -- Jim Dunnigan discusses "concentrate on the most important aspect of the situation." Research matters.
bullet Data Module - Engineers in Simulations, by Stephen B. Patrick
bullet Design Notes - Getting into Tac 13 & 14,  Al Nofi answers questions sent by Arnold Hendricks from first issue article.
bullet TSG Review - Looking at the rules upgrade Korea from TSG to an SSG.

18 pages


Game Design issue 4         
 1971
 
bullet Design Notes -  How 1940: The Battle For France Developed  - Jim Dunnigan
bullet AH Review - Battle of the Bulge' - Omar DeWitt
bullet TSG Review - Deployment: A Critique - Martin Campion
bullet Data Module - The Mathematical Derivation of a CRT - Richard Bauer

16 pages


Game Design issue 5        
 1971
 
bullet Designer's Notes - From the Jaws of Victory: The Idiocy Factor -- Jim Dunnigan
bullet Game Preview - TAC 16 - The Dark Ages - Stephen B.Patrick
bullet AH Review - Some Notes on Battle of the Bulge - Warren Jarvey
bullet Data Module - Armor in Simulation Games - Stephen B. Patrick
bullet Announcement - Last Issue of Game Design! - Announcing Moves magazine

18 pages

This site was last updated 01/16/25