Scale is a biggie, Vermis, but the biggest to me is the rules that don't reflect the realities of the era or the genre.
Let me give a few examples...
VSF is what? As I stated on Two Hour Wargames forum:
"... My thoughts are very similar to previous posters and definitely not steam-punk {SP} verging on [spit] Diesel-Punk {DP} please. What I call DP sometimes is called ESF - see
http://15mmvsf.bagofmice.com/ for some pages on both but grognards who debate lace on 6 mm figures would split hairs on that... See the All Quiet on the Martian Front (AQotMF) comments for ESF.
SP and DP are hard for some people to differentiate from VSF but IMHO I see SP as emphasizing the technology much more than the culture/people and DP as being SP evolved into WW1 and substituting relatively reliable and stable Diesel engines for the more "brittle" and slightly skewed (twisted genius) steam technology. A recent relatively decent form of SP gaming would be the IHMN rules which I recently acquired.
Much current VSF gaming involves rules that are sometimes clunky (V&S&F which has been criticized because they seem to have bolted on all the elements of the genre from all early authors without mechanisms that appear to be organic to the VSF worlds.) The
http://wargamers.wikia.com/wiki/Victori ... ce_Fiction page also seems pretty spot on for VSF.
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Swords, Valor, muskets/rifles, and honor should lead technology in the game IMO. Much modern VSF game rules seems to reverse that..."
Napoleonics rules that play like Like WW2 (one long running campaign has a French Mortar unit in Spain that frequently (IMO) unduly disrupts enemy plans all by itself) is another crimp in my suspension of disbelief. At battles where theer is no flank to turn by maneuver...
Unrealistic ranges (too short) and unrealistically accurate fire at long range when being suppressed by automatic fire in post-1900 games.
Tank battles where maneuver is not a factor but it all comes down to armor/penetration values (Both sides either sitting at long range and sniping away or tank battles where nothing hits until you are 6 inches away.)
Air battles where one or both sides are flaying at max afterburner speeds firing SARH missiles then swanning off as if the SARH was ARH for more so many turns you wonder how they make it back to base with gliding.
Submarines in most naval games period.
Games where it Takes hours to achieve what happens in seconds or even minutes!
I prefer game over simulation but it needs to feel like what it represents!
Gracias,
Glenn
EDIT: OMG, forgot the biggest! Fantasy games where (if you take out the magic and treat the "races" as nations) you can't have a decent historical age of whatever era (Medieval, dark ages, ancient Egypt,) the game is reflecting.