Wargame Terminology and Design Principles

 
Wargame Terminology
 
or
What did he just say?
 
References
 
A Compendium of Wargaming Terms (Updated
7 July 2015) Compiled by William L. Simpson Jr
http://www.mors.org/Communities/CoP-
Document-Search
The Art of Wargaming by Peter Perla
 
Wargaming
 
‘Adversarial by nature, wargaming is a representation
of military activities, using rules, data, and procedures,
not involving actual military forces, and in which the
flow of events is affected by, and in turn affects,
decisions made during the course of those events by
players acting for all actors, factions, factors and
frictions relevant to those military activities.’ (Perla
1990)
Analytical Wargaming is the act of competitive,
contextualized decision- making within pre-defined
constraints for the purpose of gaining insight into
complex, adaptive, interactive, and cognitive systems.
(Compton 2015)
 
Elements of a Real Wargame
 
Competing Teams
Human Decision Making
Adjudication
Consequences
 
The wargaming community is a loose confederation of disorganized tribes including:
Educators/Academics
Hobbyists
Trainers
Military Analysts
Organizational Analysts
Many others
 
Purpose of Wargaming
 
Sources: Compton and Bartels
 
Major Tribes of Wargaming
 
  Pol-mil gamers.  Descended from social scientists like
Lincoln Bloomfield at MIT and Thomas Schelling at
RAND/Harvard.
  ORSA gamers.  Typically your OR, systems analysis,
engineering, computer science, campaign modelers types
who cross over easily into computer models and
simulations.
 Military planners & affiliated contractors.  Some in this
group that thinks wargaming = OPTs, and typically conceive
of wargaming as a subset of staff work.
Education.  Civilian and Military Education professors.
Training. Employ wargames for the purpose of training and
evaluation of military or other personnel.
 
Sources: Wong
 
Wargame Designer Archetypes
 
The Architect tries to balance representing the universe and freeing
players to live the story and change it their own way [Think
Diplomacy].
 Realism = when players live the story they tell each other in ways
similar to real life
The Artist designs wargames to stimulate players to experience the
story of the game from the Artist’s point of view [Think D&D]
 Realism = how well player’s feelings reflect how they would feel in a
real situation
The Analyst designs wargames by creating models to simulate
reality in the game’s context [Think War in the East].
 Realism = how well player’s actions reflect actions real-world
commanders might take
 
Sources: Perla
 
Role Playing
 
The essence of Wargaming is decisions… The player’s ability to
assume a meaningful decision-making role.
Players may assume more than one role
Cells – an element of the wargame where decisions are made.  May
be part of a larger team or is a team.
Team – A side in a conflict often identified with a color.  There can
be more than one cell/team of a color (e.g. “Blue 2”)
Blue Cell/Team – Usually the United States and/or allies
Green – Usually an ally of the U.S.
Red – Usually the opposition
Orange – Often the ally of the opposition
White/Control – The team or cell tasked with running the game and
adjudication
Grey – Sometimes the opposition.  Can be the watchers of White.
 
Sources: Simpson
 
Roles in a Wargame
 
Sponsor – Who paid for the game
The senior officer or official of the command / organization
who has requested the game.  Normally the sponsor is the
approval authority on major game purpose, objectives,
research questions, and design
Game Director
The Wargamer responsible for supervising and executing
the wargame
The individual responsible for a war game and its critique.
Also known as the controller and in early Naval War
College games, as the arbitrator.
The director is responsible for the planning, execution, and
critique of the game.
 
Sources: Simpson
 
Roles in a Wargame (Cont.)
 
Control Cell: 
 The person or group of persons designated to monitor and direct
game execution to meet the game objectives also called game control.  The
Control Cell is directly responsible to the Game Director / Action Officer or Deputy
Director.  The Control Cell includes the Moderators, Facilitators and Umpires. (See
White Cell and Controller / Observer).
Controller:
  A member of the control cell, usually means a person or persons
assisting the Game Director in directing and supervising the game.
Capture, Assessment, and Production Plan (CAP Plan):
  The plan describes the
process, by which the desired data from the wargame is identified, captured,
assessed, synthesized and published.
Capture, Assessment, and Production Team (CAP Team):
  The team executing the
CAP Plan.
Rapporteur:
A person appointed by an organization to report on the proceedings of its meetings
A member of the CAP team, who collects and assesses the data and helps prepare the game
reports.
 
Sources: Simpson
 
Presentation
The Building of a Story
 
First Person
Often used for trainers/simulations
Third Person
Maps/Charts
Grids, Hexes, Stylized, Free Space
Actions/Capabilities/Units
Cards, Counters, Figures
Mediums:
Table Top
Sand Table
Computer Screen
Time
Fixed Time Step
Time ratios
Event Driven
Retrospective
 
Road to War – Narrative prelude
to why there is a conflict
 
Order of Battle – Forces on
opposing sides and their
expected capabilities
 
Grid Square
 
Hex Map
 
Stylized
 
Counters
 
Miniatures
 
Input
 
Turn/Move – An input from the players
describing their actions
Course of Action (COA) – In staff development
one of many potential actions in consideration
Branches – Conditional moves based on
potential or expected event in a game
Sequel – Follow on actions in a move based on
potential or expected conditions in a game
 
Adjudication/Assessment
 
BOGGSAT
Types
Free Adjudication
Military Judgement
Rigid Adjudication
Combat Resolution Table
Combination
Methods
Deterministic
Monte Carlo/Random
Tools
Dice, Cards
Tables
Computer
 
 
Hotwash - “the act of reviewing any
operations (in particular, a wargame).
A hotwash is so named because it
occurs as quickly as possible after the
conclusion of the move or game
(while it’s still “hot”).
Note:
 In large or complex games, the
Game Director and game staff, often
conduct a hotwash at the end of each
day.
Out-Briefs:
The briefs presented by the players that
discuss what they did and why during a
move or the wargame.
The briefs created and presented by the
players at the end of a move or end of
game play.
Final Report:
Report by the wargaming team to the
sponsor.
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Wargaming is a strategic military simulation involving rules, data, and player decisions to explore complex scenarios. This article discusses wargame terminology, the purpose of wargaming, major tribes involved, and different wargame designer archetypes.

  • Wargaming
  • Strategy
  • Military Simulation
  • Decision Making
  • Game Design

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  1. Wargame Terminology or What did he just say?

  2. References A Compendium of Wargaming Terms (Updated 7 July 2015) Compiled by William L. Simpson Jr http://www.mors.org/Communities/CoP- Document-Search The Art of Wargaming by Peter Perla

  3. Wargaming Adversarial by nature, wargaming is a representation of military activities, using rules, data, and procedures, not involving actual military forces, and in which the flow of events is affected by, and in turn affects, decisions made during the course of those events by players acting for all actors, factions, factors and frictions relevant to those military activities. (Perla 1990) Analytical Wargaming is the act of competitive, contextualized decision- making within pre-defined constraints for the purpose of gaining insight into complex, adaptive, interactive, and cognitive systems. (Compton 2015)

  4. Elements of a Real Wargame Competing Teams Human Decision Making Adjudication Consequences

  5. Purpose of Wargaming Creating Knowledge Discovery Games Conveying Knowledge Education Games Entertainment Unstructured Problem Role Playing Structured Problem Analytic Games Training Games Commercial Kriegsspiel (E.g. Risk) Sources: Compton and Bartels The wargaming community is a loose confederation of disorganized tribes including: Educators/Academics Hobbyists Trainers Military Analysts Organizational Analysts Many others

  6. Major Tribes of Wargaming Pol-mil gamers. Descended from social scientists like Lincoln Bloomfield at MIT and Thomas Schelling at RAND/Harvard. ORSA gamers. Typically your OR, systems analysis, engineering, computer science, campaign modelers types who cross over easily into computer models and simulations. Military planners & affiliated contractors. Some in this group that thinks wargaming = OPTs, and typically conceive of wargaming as a subset of staff work. Education. Civilian and Military Education professors. Training. Employ wargames for the purpose of training and evaluation of military or other personnel. Sources: Wong

  7. Wargame Designer Archetypes The Architect tries to balance representing the universe and freeing players to live the story and change it their own way [Think Diplomacy]. Realism = when players live the story they tell each other in ways similar to real life The Artist designs wargames to stimulate players to experience the story of the game from the Artist s point of view [Think D&D] Realism = how well player s feelings reflect how they would feel in a real situation The Analyst designs wargames by creating models to simulate reality in the game s context [Think War in the East]. Realism = how well player s actions reflect actions real-world commanders might take Sources: Perla

  8. Role Playing The essence of Wargaming is decisions The player s ability to assume a meaningful decision-making role. Players may assume more than one role Cells an element of the wargame where decisions are made. May be part of a larger team or is a team. Team A side in a conflict often identified with a color. There can be more than one cell/team of a color (e.g. Blue 2 ) Blue Cell/Team Usually the United States and/or allies Green Usually an ally of the U.S. Red Usually the opposition Orange Often the ally of the opposition White/Control The team or cell tasked with running the game and adjudication Grey Sometimes the opposition. Can be the watchers of White. Sources: Simpson

  9. Roles in a Wargame Sponsor Who paid for the game The senior officer or official of the command / organization who has requested the game. Normally the sponsor is the approval authority on major game purpose, objectives, research questions, and design Game Director The Wargamer responsible for supervising and executing the wargame The individual responsible for a war game and its critique. Also known as the controller and in early Naval War College games, as the arbitrator. The director is responsible for the planning, execution, and critique of the game. Sources: Simpson

  10. Roles in a Wargame (Cont.) Control Cell: The person or group of persons designated to monitor and direct game execution to meet the game objectives also called game control. The Control Cell is directly responsible to the Game Director / Action Officer or Deputy Director. The Control Cell includes the Moderators, Facilitators and Umpires. (See White Cell and Controller / Observer). Controller: A member of the control cell, usually means a person or persons assisting the Game Director in directing and supervising the game. Capture, Assessment, and Production Plan (CAP Plan): The plan describes the process, by which the desired data from the wargame is identified, captured, assessed, synthesized and published. Capture, Assessment, and Production Team (CAP Team): The team executing the CAP Plan. Rapporteur: A person appointed by an organization to report on the proceedings of its meetings A member of the CAP team, who collects and assesses the data and helps prepare the game reports. Sources: Simpson

  11. Presentation The Building of a Story Road to War Narrative prelude to why there is a conflict First Person Often used for trainers/simulations Third Person Maps/Charts Grids, Hexes, Stylized, Free Space Actions/Capabilities/Units Cards, Counters, Figures Mediums: Table Top Sand Table Computer Screen Time Fixed Time Step Time ratios Event Driven Retrospective Order of Battle Forces on opposing sides and their expected capabilities

  12. Grid Square

  13. Hex Map

  14. Stylized

  15. Counters

  16. Miniatures

  17. Input Turn/Move An input from the players describing their actions Course of Action (COA) In staff development one of many potential actions in consideration Branches Conditional moves based on potential or expected event in a game Sequel Follow on actions in a move based on potential or expected conditions in a game

  18. Adjudication/Assessment BOGGSAT Types Free Adjudication Military Judgement Rigid Adjudication Combat Resolution Table Combination Methods Deterministic Monte Carlo/Random Tools Dice, Cards Tables Computer Hotwash - the act of reviewing any operations (in particular, a wargame). A hotwash is so named because it occurs as quickly as possible after the conclusion of the move or game (while it s still hot ). Note: In large or complex games, the Game Director and game staff, often conduct a hotwash at the end of each day. Out-Briefs: The briefs presented by the players that discuss what they did and why during a move or the wargame. The briefs created and presented by the players at the end of a move or end of game play. Final Report: Report by the wargaming team to the sponsor.

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