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Successful Professional Wargames: A Practitioner's Handbook

Successful Professional Wargames: A Practitioner's Handbook
Author: John Curry
Publisher: Lulu.com
Total Pages: 518
Release: 2019-10-23
Genre: Games & Activities
ISBN: 9780244803643

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You will benefit from this book if you are a practitioner of the art of serious wargaming. Done well, the simple act of putting players in an immersive environment, asking them to make decisions and then face the consequences of those in a dynamically evolving narrative generates astounding insights and internalises learning objectives. Yet, as Clausewitz said of war, everything in wargaming is simple, but doing the simplest thing is difficult. This book explains the seemingly simple. It is a detailed guide to designing and delivering successful wargames, whether you apply the technique to Defence, other government departments, business, the emergency services, academia or humanitarian operations. This is important because good wargames save money but, first and foremost, they save lives.


The Craft of Wargaming

The Craft of Wargaming
Author: Jeffrey Appleget
Publisher: Naval Institute Press
Total Pages: 320
Release: 2020-09-01
Genre: History
ISBN: 1682473775

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The Craft of Wargaming is designed to support supervisors, planners, and analysts who use wargames to support their organizations' missions. The authors focus on providing analysts and planners with a clear methodology that allows them to initiate, design, develop, conduct, and analyze wargames. Built around the analytic wargaming construct, organizations or individuals can easily adapt this methodology to construct educational and experiential wargames. The book breaks the wargame creation process into five distinct phases: Initiate, Design, Develop, Conduct, and Analyze. For each phase, the authors identify key tasks a wargaming team must address to have a reasonable chance at designing, developing, conducting, and analyzing a successful wargame. While these five stages are critical to the process of constructing any wargame, it should be understood that the craft of wargaming is learned through active participation, not by reading or watching. This craft must be practiced as part of the learning process, and the included practical exercises provide an opportunity to experience the construction of an analytical wargame. The authors also discuss critical supervisory tasks that are essential to manage the wargaming team's efforts. While the creators are focused on the design and development of the game itself, supervisors must set conditions for the wargame to be a success (best practices) and beware of the pitfalls that may set the wargame up to fail (worst practices). The book demonstrates using the analytical wargaming framework to create relevant and useful planning wargames. It also reinforces using the analytical wargaming framework for seminar wargames that, without rigor, are useless. The book demonstrates the benefits of using the analytical wargaming process to design educational and experiential games.


Wargames Handbook

Wargames Handbook
Author: James F. Dunnigan
Publisher: iUniverse
Total Pages: 442
Release: 2000
Genre: Games & Activities
ISBN: 0595155464

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Describes origins of commercial wargames as well as how to play and design them.


The Complete Wargames Handbook

The Complete Wargames Handbook
Author: James F. Dunnigan
Publisher: William Morrow
Total Pages: 342
Release: 1992
Genre: Games & Activities
ISBN:

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With the wide availability of the home computer, wargame enthusiasts (now numbering nearly half a million) regularly confront each other in action-packed simulated battles. This is the definitive all-in-one sourcebook on the new potentials and classic excitement of wargaming--one of America's fastest growing hobbies. 40 maps and charts.


Wargaming for Leaders: Strategic Decision Making from the Battlefield to the Boardroom

Wargaming for Leaders: Strategic Decision Making from the Battlefield to the Boardroom
Author: Mark L. Herman
Publisher: McGraw Hill Professional
Total Pages: 289
Release: 2008-12-01
Genre: Business & Economics
ISBN: 0071596895

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If you had the opportunity to probe the future, make strategic choices, and view their consequences before making expensive and irretrievable decisions, wouldn't you take advantage of it? Of course you would. And in a world of asymmetrical conflict, security threats, intense global competition, and economic uncertainty, there is an even higher premium on road-testing plans and strategies--whether they're spearheaded by government organizations, transnational corporations, or emerging megacommunities. Wargaming for Leaders provides a methodology to get at the issues that one leader, no matter how visionary, cannot grasp on his or her own. How? By bringing together the real experts on the topic at hand to wage “cognitive warfare.” Through tapping the collective wisdom surrounding an issue, experts can experience the future in a risk-free environment and find answers to questions that had not been on their radar--often with unexpected and startling results. With examples from the fields of military, corporate, and public policy, three wargaming developers from Booz Allen Hamilton deliver compelling insights on this problem-solving method, including fascinating details on how A large equipment manufacturer determined whether making a merger was strategically right for its business growth, as well as which technology investments it needed to drop A four-star U.S. general tested his war plan for Iraq and uncovered specific fixes that might have prevented a prolonged conflict An increasingly clogged air-traffic system faced a security-versus-convenience issue determined whether military airspace could be used during peak demand periods Wargaming allows organizations of every type and every size to organize information, plot out scenarios, and tap into the collective expertise of participants. The results allow everyone to identify and tackle obstacles, solve problems, and find new ways to innovate and further performance goals. Get ready for the battle of your organizational life--and prepare to reap the spoils of victory.


Paper Time Machines

Paper Time Machines
Author: Maurice W. Suckling
Publisher: Taylor & Francis
Total Pages: 335
Release: 2024-08-14
Genre: Games & Activities
ISBN: 1040100376

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James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby


The Art of Wargaming

The Art of Wargaming
Author: Peter P. Perla
Publisher: US Naval Institute Press
Total Pages: 0
Release: 1990
Genre: War Games
ISBN: 9780870210501

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The author discusses fundamental principles and techniques governing the design and use of war games.


Politics of Play

Politics of Play
Author: Aggie Hirst
Publisher: Oxford University Press
Total Pages: 361
Release: 2024-03-22
Genre: Education
ISBN: 0197629202

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In the current century, games play a key role in many areas of our lives. Once thought frivolous and nerdy, videogames are now the leading global entertainment medium, and games are widely used in education, medicine, government...and war. Since 2014, the US government has directed the military to expand the use of wargames across their training, planning, and rehabilitation spheres. Combining original empirical data gathered at US military computer-assisted command post exercises (CPXs) and school-houses with a distinctive theory of immersive play, The Politics of Play offers a new critical analysis of the use of wargaming to produce soldiers in the digital age.


Wargames Handbook, Third Edition

Wargames Handbook, Third Edition
Author: James F. Dunnigan
Publisher:
Total Pages: 417
Release: 2000
Genre: Computer war games
ISBN:

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Tabletop Wargames: A Designers’ and Writers’ Handbook

Tabletop Wargames: A Designers’ and Writers’ Handbook
Author: Rick Priestley
Publisher: Pen and Sword Military
Total Pages: 192
Release: 2016-11-30
Genre: Games & Activities
ISBN: 1473890098

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Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements