
PAXsims is devoted to the discussion of conflict simulations and serious games that address issues of security, development, and peacebuilding for educational, training, and policy purposes.
If you wish to be notified when new material is posted here, simply use the RSS feed or "email subscription" features below.
Relevant comments are welcomed.
Recent Posts
- Simulations and their use in the humanitarian sector
- JPSE: Bringing Interactive Simulations into the Political Science Classroom
- Military Operations Research Society 81.2 Symposium
- Connections 2013 registration now open
- Wargaming North Korea
- Student interactive simulation-writing in political science
- Game for Peace: Progressive Education in Peace Operations
- Roleplay simulations and the challenge of modern SBTNs
- Reflections on a humanitarian policy simulation
- simulations miscellany, 30 April 2013
Top Posts
- Simulations and their use in the humanitarian sector
- COIN in Afghanistan: A Distant Plain
- Masters of the World: Geo-Political Simulator 3 released
- Review: Rulers of Nations
- Review: Salakari, The Simulator Instructor's Handbook
- Connections 2011 AAR
- Do wargames glorify war?
- online sustainable development games
- Research Bibliography
- Student interactive simulation-writing in political science
Categories
- call for papers
- conferences
- courses
- crowd-sourcing
- forthcoming games and simulations
- job opportunities/positions vacant
- latest links
- not-so-serious
- request for proposals
- simulation debacle
- simulation history
- simulation ideas
- simulation journals
- simulation materials
- simulation news
- simulation publications
- simulation report
- simulation review
- simulation software
- simulations miscellany
Archives
Active Learning in Political Science
- Guest Blog: Getting Feedback 19/05/2013
- ABCing Yourself 16/05/2013
Grog News
- Syrian Hackers Running Amok 19/05/2013
- Norks Launch Short-Range Missiles 18/05/2013
Guns, Dice, Butter
- Back soon 17/04/2013
- GDB Download Stats 24/02/2013
Ludic Futurism
- Stack Academie trip report 07/05/2013
- Stepping out East for a bit 29/04/2013
Play the Past
- Epic Life: Immersion and Flow, 1 15/05/2013
- Epic Life: Ritual Immersion in Papo & Yo 01/05/2013
Wargaming Connections
- How humanitarians do it 17/05/2013
- North Korea wargame compendium 09/05/2013
Twitter Updates
- RT @blakehounshell: John Cook is going to be so upset when this Toronto crack tape just turns out to be Rick Astley. 2 days ago
- PRRN blog: Required reading for refugee researchers prrnblog.wordpress.com/2013/05/17/req… #Palestine 2 days ago
- RT @KetyDC: Crowdfunding breaking news: @Gawker is raising $200,000 to buy Toronto's mayor crack tape indiegogo.com/projects/rob-f… 2 days ago
- RT @rolandparis: Oh, Toronto. This one's for you: http://t.co/NXT32WiIrT 2 days ago
- PRRN blog: Ben-Gurion and (re)writing of the history of the #Nakba prrnblog.wordpress.com/2013/05/17/ben… 2 days ago
Journals & Periodicals
- Academic Gaming Review
- Battles Magazine
- C3i Magazine
- Eludamos: Journal of Computer Game Culture
- GAME: The Italian Journal of Game Studies
- Games and Culture
- International Journal of Gaming and Computer-Mediated Simulations
- International Journal of Role-Playing
- Simulation & Gaming
- The Journal of Defense Modeling and Simulation
- Training & Simulation Journal
- Virtual Training & Simulation News
- Well Played
Web Resources: fragile and conflict-affected countries
- Berghof Handbook for Conflict Transformation
- Current Intelligence
- International Alert
- International Peace Institute
- OECD DAC—Conflict and Peace
- OECD DAC—Development Effectiveness in Fragile States
- PRIO (International Peace Research Institute)
- Small Wars Journal
- UN Department of Peacekeeping Operations
- UN Peacekeeping Resource Hub
- UNDP—Crisis Prevention and Recovery
- US Army—Peacekeeping and Stability Operations Institute
- World Bank—Conflict and Development blog
- World Bank—Fragile and Conflict-Affected Countries
- World Bank—World Development Report 2011
Web Resources: games and simulation
- A Force More Powerful—game
- A Horse of Peas
- Acrasian Security Blog
- Active Learning in Political Science
- Against All Odds—game
- Air War College—wargames, simulations, and exercises
- APSA—simulations for teaching political science
- Barnard College—Reacting to the Past
- Best Delegate
- Beyond Intractability—Exercises and Simulations
- BoardGameGeek
- Class Wargames
- Columbia American History Online—classroom simulations
- Community Organizing Toolkit—game
- ConSimWorld
- CRISP: Crisis Simulation for Peace
- CUNY Games Network
- Darfur is Dying—game
- Economics Network—classroom experiments and games
- Emergency Capacity Building project — simulation resources
- Federal Consortium for Virtual Worlds
- Fletcher School/Tufts University—SIMULEX
- Game Theory .net
- Gameful
- Gameology
- Games & Social Networks in Education
- Games for Change
- Games for Educators
- Games for Health
- GeoGame
- Giant Battling Robots
- Global Justice Game
- Grog News
- Guns, Dice, Butter
- History of Wargaming Project
- Ian Bogost
- ICT for Peacebuilding
- International Game Developers Association
- International Simulation & Gaming Association
- Journal of Virtual Worlds Research
- Kings College London—Conflict Simulation
- Little Wars
- Ludic Futurism
- Ludology
- Macquarrie University—Middle East politics simulation
- McGill Model UN
- McGill University—Brynania simulation
- Mike Cosgrove—wargame design class
- MIT-Harvard Public Disputes Program—simulation materials
- Model UN Headquarters
- MODSIM World conference
- MSSV
- MUNmatters
- National Center for Simulation
- National Security Decision-Making Game
- National Security Decision-Making game
- Naval Postgraduate School—MOVES Institute
- NDU—Center for Applied Strategic Learning
- Negotiation-Based Learning
- News Games
- North American Simulation and Gaming Association
- Oil Shockwave Simulation
- Open Simulations Platform
- Pax Warrior
- Peacekeeping the Game
- Pearson Peacekeeping Training Centre—exercises and simulations
- Pervasive Games: Theory and Design
- Play the Past
- Play Think Learn
- Public International Law and Policy Group—Negotiation Simulation Exercises
- Purple Pawn
- Reality is Broken
- Red Team Journal
- SAGSET
- Santa Clara University—Conflict Resolution Simulation
- Serious Games Institute
- Simulations Interactivity Standards Organization
- Social Impact Games
- Strategikon (French)
- Technoculture, Art, and Games
- Terra Nova (Simulation + Society + Play)
- The Ludologist
- Tiltfactor
- Trans-Atlantic Consortium for European Union Studies & Simulations
- UN Association USA—model UNs
- University of Maryland – Laboratory for Computational Cultural Dynamics
- University of Maryland—ICONS Project
- University of Michigan ICS: Arab-Israeli Conflict Simulation
- US Army Combined Arms Center—Military Gaming Blog
- US Army—Modelling and Simulation
- US DoD—Games Developers' Community
- US DoD—Modeling and Simulation Coordination Office
- US DoD—Modeling and Simulation Information Analysis Center
- US Military Academy – Warfighting Simulation Center
- USC—Institute for Creative Technologies
- USIP—Training and Education Center
- Virtual Peace
- Virtual Worlds Research Consortium
- Wargaming Connection
- Web Grognards
- World Bank—EduTech
- World Peace Game Foundation
- Zones of Influence
Web Resources: games and simulation (commercial)
- Booz Allen Hamilton—modeling and simulation
- BreakAway—serious games
- Brian Train-game designs
- Civic Mirror
- Consequences Consulting—peacekeeping simulation
- ConSimWorld
- Decisive Point
- Defense Linguistics
- Fabulsi—online roleplay simulations
- Fiery Dragon Productions
- GamePolitics
- MCS Group
- MegaGame Makers
- mōsbē
- Peacemaker Game
- Persuasive Games
- PlanPolitik
- Sea Change Simulations
- Serious Games Interactive
- Statecraft
- Strategy and Tactics Press
- Track4
- Two-Stone LLC




Reblogged this on The Big Board and commented:
Rex writes up a thoughtful review of GMT;s Dawn of Freedom, highlighting the instructional value of the game for Students. Indeed seeing the value of a re application to model the recent Arab Spring.
Thank you for your very thorough review. I think both your criticisms are well grounded, and I would like to explain a bit how we chose to model the revolutions the way we did.
First the support checks are abstract, and, as you note, are not synonymous with confrontations. What is happening when either side makes a support check depends upon the context; in particular it depends on the socio-economic class where the support check is being made. For instance, a Communist support check in a student space would represent security forces cracking down on a street demonstration. We try to evoke that with the Tear Gas event card, making clear the Communist SPs that are generated represent oppression of student activism, almost like negative Democratic SPs. In a Worker space a Communist support check might be a crack down on strikers, but more commonly would represent an offer of wage increases, or rolling back price increases of basic goods, to try to buy support or at least acquiescence from the workers. Placing Communist SPs in a Worker space then would mean the social contract between the workers and the Party is still intact. A successful Democratic support check in a bureaucratic space would represent the technocrats inside the government who were nominally members of the Communist Party but who switched their allegiance to the democrats when they saw the regimes were doomed. They are careerists, not really Communists, and most of them would go on to serve in important posts in post-Communist governments. So I would explain to the students what is represented by the support check depends on the people represented by the space where the support check is being made and what their motivations were during the revolutions.
The support check is not quite the same as a coup or a realignment in Twilight Struggle. The adjacency modifiers are there to reflect the phenomenon of the crowd mentality that can happen in mass movements where people who have not been active suddenly begin joining demonstrations, marches and rallies. For instance if the Democrat controls 2 adjacent spaces and attempts a support check in a worker space, that +2 modifier gives him a much better chance at success. That represents people seeing others involved and getting swept up in the moment. So, with the support checks we were trying to model the sense people felt of individual liberation through social connection. That is, people finding power in mass street demonstrations and a sense of connectedness in what had been rather atomized societies (because of fear of informants and security services).
As to the domino effect, you are correct in your thought that this was a game design decision. Very early in the development of 1989 there was a modifier for the Power roll for bordering countries that had already overthrown Communism. It was decided that this was too deterministic and instead we incorporated the Domino Theory event. That event is purely a card game mechanic, there to make the Communist worry about holding on to power during the Late Year after winning a power struggle in a country where he has little support. If the Democrat has the Domino Theory event the Communist will end up giving the Democrat another chance for Power and lots of VPs as well. I expect the Domino Theory card is how you were able to play East Germany scoring a third time in your game. It has a precondition that the Democrat be in power in at least 2 countries, but again it is a card game mechanic nothing more. We don\’t object to house rules, particularly with historical support, so if you want to add some benefit to the Democrat based on the number of countries where he holds power a couple ideas would be draw 1 more Power Struggle card per country, or a +1 to the Support Loss roll per country where he holds power. I would be interested to hear how that alters the balance of the game.
Again thanks for your kind comments about our game.
Thanks for your comments, Ted—and thanks too for designing such great game.
I certainly found the game engaging enough that the notion of “support checks” didn’t bother me much—hence being classed only as a “minor quibble.” Immersed in game play, it was certainly possible to imagine circumstances that might generate a loss of support for one side or another. However, it still rather does feel like a game-mechanic-in-search-of-an-explanation, rather than an attempt to model something specific. (If, as you suggest, the purpose had been to model the snowball effect of effect mobilization or repression, one would have expected some sort of spawning dynamic whereby your own support multiplies, rather than the erosion of the other side regardless of your strength in that locale/constituency.)
The domino effects issue is a bigger issue (even if addressed in a single card, as you note). I also agree that this is an area where one needs to tread carefully to maintain playability: no one particularly wants to sit down to a game which imparts a sense of one side being steamrollered by history. Moreover, it is possible that domino effects only seem inevitable after the fact, with history appearing (or being) far more contingent when you’re in the midst of it. In any case, as you suggest, it is easy enough to house-rule this.
From a teaching point-of-view, moreover, it is precisely this sort of openness to user modification that makes manual boardgames so potentially useful. (By contrast, try tweaking some lines of code to experiment with different game dynamics in a computer or video game…)
Finally, if you ever decide to do an “Arab Spring” version of 1989, do let me know!