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  <title type="html">Son Of Sun Tzu - Tag - cyber  - Comments</title>
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  <updated>2019-01-22T11:39:48+00:00</updated>
  <author>
    <name>Nick Drage</name>
  </author>
  <id>urn:md5:49176</id>
  <generator uri="http://www.dotclear.net/">Dotclear</generator>
  
    
    
    <entry>
    <title>How To Turn Wargamers Into Red Teamers, and Red Teamers Into The Actual Enemy - Paul</title>
    <link href="http://blog.sonofsuntzu.org.uk/post/2016/06/10/How-To-Turn-Wargamers-Into-Red-Teamers%2C-and-Red-Teamers-Into-The-Actual-Enemy#c42366505" rel="alternate" type="text/html"
    title="How To Turn Wargamers Into Red Teamers, and Red Teamers Into The Actual Enemy - Paul" />
    <id>urn:md5:cb162335085b1bf570b73f8846b5afde</id>
    <updated>2017-02-25T03:46:06+00:00</updated>
    <author><name>Paul</name></author>
    <content type="html">&lt;p&gt;An interesting read Nick. I remember the need for more wargamers from a
hobby background being flagged up at Connections 2015. This caused great
excitement amongst those of us who weren't being paid to attend, but it seems
to have gone quiet again.&lt;/p&gt;
&lt;p&gt;The idea of XP is a topical one as we were discussing victory points and
suchlike with regard to megagames at the most recent Pennine meetup. It can be
a bit mechanical but I think you could link it to story and effect in
particular. Certainly ranking objectives on two axes might be useful, one
looking at resource/effort and the other potential impact as prompts both for
the red team and umpires. I think you'd have to look at condensing the 37
questions down, which you should be able to do.&lt;/p&gt;
&lt;p&gt;As an alternative to trait cards producing scores, you could instead
consider using them to provide modifiers, as their operatives and assets are
following doctrine. If the red team find they cannot utilise a trait then they
will have to go against doctrine and are disadvantaged. As time goes by they
should become more adept at using doctrine to achieve their aims. Also, in
terms of reward, you get the bonus whether your action is successful or
not.&lt;/p&gt;
&lt;p&gt;Thinking more about this I reckon you might have three sets of values (or
words). In a recent megagame, I assigned words to describe people's abilities
(artisans, assassins and spy networks) with the actual score being hidden.
People had to decide whether a 'competent' assassin was good enough or cast
around for 'discreet' or 'fanatical'. Firstly, you have the objectives for the
briefing, which are ranked in order of importance, or split on a quadrant,
Impact/Effort. Then you have several one word values, which might well work in
a similar way to the traits in the Pendragon RPG. Finally, you have how stuff
happens, which is another small hand of cards demonstrating doctrine. The red
team may choose a different objective as circumstances change, or go against
their inclination, or operate in a new way, but that would lose bonuses.
Alternatively, you pick an original objective to focus on, which is in
character and you assign the task in the same old way and you get three
positive modifiers. In those circumstances the red team really has to justify
to themselves a change of plan rather than an umpire asking the question and
prompting them.&lt;/p&gt;
&lt;p&gt;This is actually giving me an idea for another game now, but it can wait
until morning.&lt;/p&gt;</content>
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