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COL Randall C.
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Much like SFC Casey O'Mally, I was intel in the Army (32+ years) and a long-time gamer (even longer) and agree - after my second read-through. I admit that I skimmed it during my first read-through and started to get my hackles up, but that was because of my fault as the reader, and not the fault of the authors.

I think the authors makes a compelling case with the value of RPGs in that they teach one to think 'outside the box' and go 'beyond the rules' while still staying within the framework of what's possible as defined by the 'reality rules' of your environment. His description of the Marine wargame and walking though the "dump fuel on the drone" is a great example of this.

Developing a story-telling approach when briefing the commander bears a lot more scrutiny, but he did a great job of addressing the number on pitfall that is beat into our heads as intelligence officers from the start - there is a difference between what you KNOW, what is LIKELY, and what is POSSIBLE.

Very well written piece - two thumbs-up!
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SFC Casey O'Mally
SFC Casey O'Mally
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IMHO the biggest pitfall in trying to crossover is the "there's always a chance" element in most gaming systems. In D&D, you can say "I want to do a head on charge at the Great Red Dragon and stab it's eye, which is 12 feet off the ground with my dagger." If you roll a 20 sided die and roll a natural 20 (or maybe a series of them in this scenario) you get to do it and do it effectively. In real life, if you said "I want to send one Private armed with just a bayonet head first at that fully armed and alert Battalion, from 200 yards away in broad daylight.... I don't care how many things break your way, that Private is either dead or captured.

When trying to translate from "game brain" to "intel brain" it may be difficult to reign that "always a chance" element in. The current DM I have is very good about this. There are certain things that we try to do and he just says "no." He doesn't even give us a chance to roll, because it simply is impossible in his world.


But translating the s"storytelling" aspect to help build a more complex world with a greater array of options - for both the enemy and Commander - can only help envision the complexity of a real-world battlefield. This is, of course, absolute hell for a normal OC in something like JRTC or NTC (or an S3 / XO running the wargame in a BN or BDE wargaming exercise) but that's their problem.
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COL Randall C.
COL Randall C.
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SFC Casey O'Mally - Agree. That falls into the 'reality rules' that must be obeyed.

As you said, not everything conceivable has a chance of occurring, or if it's POSSIBLE, it's extremely unlikely (the chance of meeting your doppelganger is 1 in a trillion .. but it is POSSIBLE) to the point of being impossible.

However, if the impact of the event happening (or not happening) is minor then it also falls into the category of the outcome not being the thing that matters, but the reinforcement of "not everything is in the box".

In this case the 'training aspect' of the scenario might be worth indulging in some whimsy. Sure, you can have PVT Snuffy do a Rambo imitation against the Battalion. PVT Snuffy dies gloriously. Your Battalion Commander is now questioning your competency and bringing you up on charges - roll a 12+ to avoid facing UCMJ. Critical success means you're not relieved of your command either.

It may not be THE lesson that you were trying to teach, but it is A lesson that is good to learn - actions have consequences, and creativity is no excuse for incompetence.

The idea of creating a detailed training plan with MOEs and MOPs is intriguing to say the least.
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SFC Casey O'Mally
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As a former intelligence professional and a long-time gamer (off and on for 33 years and counting), I fully endorse this message.
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