Daniel Sutliff (Medina County Community Response Team and Ohio Military Reserve) contributed the following report to PAXsims.
I controlled an AFTERSHOCK game for the Medina County EMA (Emergency Management Agency) leadership team. It went very well – it was my first time as a controller so I had to refer to the rules multiple times (especially logistics/infrastructure related).
Lesson learned – I had scanned in the District and Calendar cards so I could use them for play (keep the originals nice), so I plan on writing a few of the key points on the images & reprinting for play.
The team got the flow of things after the first turn. One player in particular got the sequence of play pretty quickly and was giving the rest advice on the impact of the sequence on their planning.
They became pretty worried about losing supplies when districts were resolved with unmet needs. I think they focused too much on transferring supplies between each other for a “mass” transfer and not getting the supplies to the districts. Finally, one of the players said “I don’t think supplies are doing any good sitting in warehouses – we need to get them to the field and take the risk”.
One individual never really understood the “randomness” of the Event-cards and why only one district at time is resolved (generally) – she thought districts should be resolved continually in some manner. Randomness is part of disasters was my only reply. If you have another way of explaining it …
After 2-3 turns they were getting the idea to start the infrastructure build-up.
One interesting sequence happened. I think the second Emergency card in District 5 was to be resolved (needs unmet). All the remaining cards (4-5?) were all special cards: fire, measles, cholera, etc. The game had gone on long enough every one understood the mechanisms and basically realized that essentially what happened was the district was completely devastated with essentially no survivors. So we just stood there for a few moments in silence and mild shock about the potential for such a result —then laugher, “oh well at least we don’t have to worry about sending supplies to District 5”.
Around Week 2, the flow started to turn around and districts were started to be successful resolved. This was because the players drew co-ordination cards that allowed district resolution of choice.
We had only gotten to Weeks 3-4 turn, when I had to leave. It took 2-1/2 hours to get to that point (including the initial briefing and overview). As the flow was really moving, I think we could have finished it in another 30 minutes.
The 1st few turns I let them proceed at a slower rate. After all these were EMA professionals – they actually spent significant amount of time relating the process and sequence to real Incident Command System/National Incident Management System (ICS/NIMS) concepts. For example, the turns became operational periods, the Cluster Meetings became Unified Command, etc.
As I was packing up, they asked “when can we play again?”. Those four want to become better acquainted with the rules and concepts so they can “win”. Even early during this first play, one individual indicated they wanted to “win” and another said “I don’t care, as long as the country recovers”. One player finally noted that if more than two players were in Media Outreach, no one gets Operations Points. He then added a third team deliberately to prevent the other two from getting OPs. (And he did it with a mischievous grin!). I told them that real-life groups might take similar attitudes!
In addition, the leadership wants to adapt the game to use ICS forms (perhaps 201,202, 210/211 for teams, 214, 215 for keeping track of supplies, etc). We figured that would take an 8-hour day, but hey!
My next opportunity to run a game is for the OHMR (Ohio Military Reserve) command leadership courses (mainly Officer candidates and 2LTs!) This is in preparation for using the game as the MEMS (Military Emergency Management Specialist ) practicum for the BELT (Basic Enlisted Level Training), which should be in January and a continuing usage.