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Patrick's Simulation Realities
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Patrick's Simulation Realities

Author: Patrick Gebhardt

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“Patricks Simulation Realities” is the podcast for enthusiasts and professionals who live and breathe conflict simulations. Each episode dives into the complexities of game design, the stories behind historical conflict simulations, and the strategies that emerge from them. Whether you’re a player, designer, or just passionate about strategic depth, this podcast explores the intersection of history, theory, and gameplay, with a special focus on games from VUCA Simulations and behind-the-scenes insights from our designers and playtesters.
9 Episodes
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In this episode, we sit down with Paul Hederer to talk about the long road from lifelong wargamer to published designer. Paul shares his background—from growing up in the U.S. and serving in the Air Force to building a life in Switzerland—along with how his professional work in leadership and communications coaching intersects with the way he thinks about clarity, structure, and decision-making in game design.The main focus is Paul’s ambitious WWI project: an operational-level game covering the full Romanian Campaign of 1916 (August 27 through the stabilization of the front in Moldova by late December). We discuss why this theater is uniquely complex, how research in archives (including Freiburg and Russian sources) shaped the order of battle, and what makes the campaign such a rare “multiple offensives on all sides” narrative—Romanians, Bulgarians under Mackensen, Russians, and the Central Powers counter-offensive across a huge front.Paul also explains why he transitioned the design framework from Michael Resch’s lineage (Twilight in the East / Offensive à l’Outrance) toward the “Nach Paris” family, what that changes in accessibility and procedures, and which elements had to be adapted for 1916 realities: flexible command structures, multinational formations, supply constraints, and differences in rail and terrain. Finally, we touch on AI as a practical designer tool—especially NotebookLM—for research verification and rules consistency checks, and Paul gives an update on playtesting, map and rules streamlining, and what’s next for the project (including future ideas like a Brusilov Offensive game).If you enjoy deep dives into operational wargame design, historical research, and the behind-the-scenes process of turning a decade-long passion project into a playable system, this one is for you.
In this conversation, Patrick interviews Clem, a game designer known for his work on board games, particularly the Heroes of Normandy series. Clem shares his journey into game design, starting from childhood creations to professional projects. He discusses the evolution of Heroes of Normandy, the importance of storytelling in games, and the mechanics behind his new project, Operation Overlord. The conversation also touches on playtesting, game structure, and the impact of terrain on gameplay, concluding with Clem's thoughts on future projects and inspirations.
In this episode, I sit down with veteran game designer Shayne Logan, creator of Old School Tactical and co-designer of Modern Tactics: Afghanistan. Shayne shares his journey from industrial work to full-time game design, his approach to creating tactical wargames, and how real-world asymmetrical warfare inspired this new series.We discuss the development process, scenario design, and what sets Modern Tactics apart from other tactical systems — plus a first look at upcoming titles in the series like the Taiwan and Vietnam modules.🎧 A must-listen for fans of historical simulations, modern warfare, and the craft of wargame design.
This conversation delves into the world of conflict simulation, particularly focusing on war games that depict the Battle of Normandy. The host and guest discuss various games that provide insights into the historical events of the Normandy invasion, emphasizing the importance of understanding the battlefield through these simulations. They explore different games, their mechanics, and how they reflect the realities of warfare, offering recommendations for both enthusiasts and newcomers to the genre.
#005 - Mike Lorino

#005 - Mike Lorino

2025-02-2801:11:18

In this engaging conversation, Mike Lorino, a high school history teacher and board game designer, shares his journey into the world of board gaming and game design. He discusses his passion for history, the influence of war gaming clubs, and the development of his game, 'Imperial Elegy.' The conversation delves into game mechanics, playtesting experiences, and the challenges of balancing historical accuracy with gameplay. Mike also shares insights into future projects and the importance of player interaction in board games.
#004 - Fred Serval

#004 - Fred Serval

2025-01-2901:01:55

In this engaging conversation, Fred Serval shares his journey from a background in political science and data to becoming a prominent game designer in the historical gaming community. He discusses his experiences living in different countries, the importance of community and conventions in game design, and the challenges of balancing games statistically. Fred emphasizes the significance of historical context in game design and expresses his aspirations for future projects, including exploring new themes and collaborating with others in the industry.
In this episode, Patrick interviews Greg Kuryłowicz, a passionate game designer from Poland, who shares his journey in the world of war games, particularly focusing on his upcoming game 'In Fours to Heaven', which portrays the Poland 1939 campaign. Greg discusses his background, the evolution of war gaming in Poland, his favorite games, and the inspirations behind his design. He delves into the historical context of the campaign, the mechanics of his game, and the importance of a learning system to make the game accessible. The conversation also touches on the significance of the game's title and its symbolic meaning, as well as innovations in the combat results table. Greg shares his future plans for game design and the challenges of attending conventions with his family commitments.
In this episode, Patrick Gebhardt interviews Andoni Arriva, co-designer of the board game 'New Cold War'. They discuss Andoni's background, the inspiration behind the game, its mechanics, and the historical context it covers. The conversation also delves into the challenges of playtesting, language translation, and future projects related to the game.
In this inaugural episode of Patrick's Simulation Realities, host Patrick Gebhardt interviews game designer Yves Rettel, who shares his journey into the world of wargaming and game design. Yves discusses his early experiences with wargames, the development of his acclaimed game RedStrike, and the importance of community feedback in refining game mechanics. The conversation also touches on Yves' future projects, his participation in wargaming conventions, and his personal interests outside of game design. The episode concludes with a reflection on the evolving landscape of wargaming and the excitement of upcoming projects.
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