Tag: CLA

  • Causing Attraction: Non-Dominant Foot Forward in Longsword Fencing

    In ecological dynamics, the term Attractor or Movement Attractor shows up every now and then. Attractors can be seen as preferred motor pattern solutions in the current activity context. When an action is seen as intuitive or habitual, it might be the attractor at work. Habit and intuition can be nebulous concepts however, so to…

  • How I Learned To Stop Trying And Finally Fixed Knee Collapse

    I spent a lot of time trying to fix people’s knee collapse. But the solution ended up being to stop trying to fix it, and just give them more realistic training activities.

  • CLA Class Example – Body Language and Deception

    This is a writeup of a class I ran recently which I think makes a good case study in using the Constraints Led Approach to teaching.

  • CLA is Not Games

    A misconception that I see a lot, especially among people who have a passing familiarity with the term but have not looked at it closely, is that the constraints-led approach (CLA) means learning through games. I’m even willing to take partial responsibility for this; after all, this website is called “Game Design for HEMA,” and…

  • Types of Training Games

    All models are wrong, but some are useful George Box To say that you can easily classify training games would be a lie. You can probably come up with multiple different taxonomies that are all mostly accurate, and all have different strengths and flaws. The usefulness of such a model isn’t in the fact that it…

  • Constraining the Squinter to Fix Cutting Issues

    Constraining the Squinter to Fix Cutting Issues

    At Bucks, we go through the Lew Gloss in order on a cycle, which helps inform what we will work on in a particular practice. We recently started the schillhaw (which I will henceforth refer to as “squinter”), and it reminded me of common issues people tend to have with it. One of the most…

  • 6 Bad Games – Lessons From The Rondo

    The following are the results of a game design challenge to design games which have the biggest discrepency between their apparent usefulness and their actual ability to teach sills. Sean FranklinGame List: 6 Games for a Complete FencerExplanation (and introduction to the challenge): 6 Bad Games – Lessons From The Rondo Tea KewGame List: 6…

  • Direct Attack Drill and Distance

    The Direct Attack drill has been one of my favorite games since we have started doing game-centric classes at Bucks, for several reasons, some of which I have stated in previous articles. However, as I have been thinking about the ideas of specifying and non-specifying information, I think it’s time to revisit this long used…

  • Game Design Process: The RPS Method

    Game Design Process: The RPS Method

    Designing a good training game is not easy or straightforward. But having a method to help guide the process makes it easier.

  • Exploring Differential Learning (Part 1)

    Class at Bucks Historical Longsword follows a fairly regular format, we usually do about one “simple” game and one or two “complex” games (simple game being a game with fewer viable paths to success than a complex game, IE direct attack is simple, sabre march is complex), usually based on a passage from the Lew…