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I like Rex’ second idea, about injects but I would tweak it towards player resources – participants who are not “winning”, in the sense of making visible progress towards a solution, risk getting a call from ‘Head Office’ telling them their agency has to focus on more promising issues to score wins to protect next year’s budget. You could allocate extra ‘resources’ to participants who were doing well, but since we live in the land of budget cuts everywhere, cutting the losers is more realistic.
You don’t need to go all spreadsheet on resources for this, just tell the participants who failed to make enough news that something they want to do isn’t possible because their agency has reallocated some of their staff, gear, aid, whatever to some other crisis.
Interestingly, we gave public support “vetoes” to individual players on this last run of the game – basically communicating to them that their constituencies were becoming agitated and empowering them to act on behalf of the people they represented. While the vetoes were threatened, they weren’t used at all by any of the players that received them – technocrats just play nice :)
I do like the colors, dress and the seating arrangements ideas, Rex and Victoria – clever. I am always amazed at the impact seating has, I had a friend absolutely refuse to play the Great Dalmuti because he didn’t think it was fair that someone had to sit on a footstool (it wasn’t even him, he just didn’t like the inequity).
Completely agree, Victoria – decisions should have “real life” consequences – we have a little breakdown of the ceasefire event in our sim that really reminds people that things are serious. It is interesting to note that this group was more concerned about losing $5m in funding or UN actions than in the number of people that were killed in the event.
Good point, Logan – Rex has lots and lots of bouncy bits in his sim with that scale and more likelihood of some bits really bouncing off each other. I’ll think about ways to increase the interaction between those roles that are supposed to be confrontational.
I think one of the solutions we’ve decided on for the next round is to make the goals and objectives much more fixed and, in some cases, confrontational – we’ve given the choice to certain players in the past to be corrupt, but we should probably just tell them they are corrupt, so that they can use our directions as an excuse to play it out.
Thanks, all, for the thoughtful reflections – our team from Carana was musing on the post and the comments and it will definitely influence our next round of revisions.
The briefings for Carana are actually quite rich (and much more polished than those for Brynania). The challenge is getting people to think not just about development as a puzzle-solving exercise with a common goal, but also how their individual/family/ethnic interests may not align with others in the same government.
The small size of each group might contribute to that, but it can’t really be changed given the learning dynamics in the course–in order to have sufficiently rich discussions, the course is subdivided into three simultaneous Caranas during the simulation periods. Perhaps some time could be set aside for members of the three ethnic groups from the three parallel universes to meet and discuss views, perspectives, and strategies? (Time is another constraint–there’s a lot for Gary and his World Bank colleagues to squeeze into the course!)
I would agree with Prof. Brynen’s part about emphasizing the history of the simworld. Our briefing were incredibly detailed and rich. The more depth of detail and culture that you’re able to provide to your participants the more they will fall into the roles. If you can get them to take off the international development hat and put on the bloodcrazed warlord helmet you’ll get more interesting result.
I also noticed that there are very few sim participants in each individual sim. Unfortunately gives people less actors to play off of each other. If you combined the sims you ran concurrently into one big sim with a greater number of actors you might get more competition and less textbook answers. The sim should be like a room, and the actors are bouncy balls. The more actors there are the more interactions, conflicts and teachable moments you’ll have. Obviously it would take quite a bit of work to retool the sim to have double or triple the actors, but it might be worth it.
A few thoughts in bullet form:
-One thing that can never be emphasized enough is the role-playing aspect of the exercise. I had the pleasure of taking Professor Brynen’s Peacebuilding course this past spring, and each SIM participant was given a briefing document with background information on their role. I found this to be essential with getting “into character.” Aside from stating objectives and goals, it also included how you are supposed to FEEL towards other groups.
-While the focus here is definitely on the political aspects, maybe some role playing game exercises or a few theatre warmups wouldn’t hurt.
-When I participated in the Brynania SIM, I found that it really helped to dress in character. I was one third of an insurgent triumvirate that dealt in blood diamonds. For seven days from 9am-9pm, my two other colonels and I did not break character, we dressed in military fatigues, we held cigars between our teeth, and did not leave our “mountain stronghold” (my apartment) for the duration of the SIM.
-Treat the players like this is real life politics. Hold them accountable for every action. If they ignore one problem, don’t let them forget.
-Extra credit or acknowledgement for producing a Carana Tourism Board video and other cultural accoutrements.
-Lastly, institutional memory is important, each year of SIMers adds to the complexity of the simulation, the range of possibilities and outcomes. Preface the introduction of the SIM with maybe a “best of” focusing particularly on the cause and effect relationship between previous players and what happens when they neglected their constituencies, when they got really into character, when they went that extra mile, etc.
I hope this helps.
I’m sorry I missed Carana this year!
It is always an interesting challenge to get participants to internalize their political roles in a way that doesn’t seem artificial. When you have highly technical issues on the table, such as those related to development and fragility, this is compounded by the natural desire of people to cooperate and make things works (as well as the seductive ease of getting lost in the technical details).
My own sense is that there are probably three main ways of addressing this.
One these is through the rules system. However, the Carana simulation doesn’t really have many “rules” per se, and as you note some sort of “victory points” system would detract. You could, however, perhaps provide some sort of bonus on the second day to participants who have done particularly well by their constituencies.
A second possibility, which you already do to some extent, is to use injects that signal to players the consequences of their actions without it actually having any rules-based effect. A lot of these could be pre-prepared, and could involve news of protests, violence, criticism from political allies or rivals, and so forth. The danger here would be that it might look too much like you are trying to push everyone in a particular direction.
The third method (and, in many ways, the most difficult) is to use a kind of social manipulations to get people to “feel” their roles. Perhaps everyone could be asked to wear a particular colour. Perhaps seating arrangements at dinner could be on a Carana-ethnic basis. Anthems, histories, and so forth can help too. We get a lot of this in the Brynania simulation—right down to the use of ethnic dialect (heavy use of the letter z by Zaharians, odd parables by the northern clans) and cuisines (bagels vs baguettes)—but a lot of it is now self-generated by students and I really don’t have to do much to encourage it.