Showing posts with label Megagame. Show all posts
Showing posts with label Megagame. Show all posts

Friday, March 20, 2009

Reacting to the Past at Barnard College

(via PaxSims) Barnard College runs an interesting program called "Reacting to the Past," a set of classroom roleplaying exercises based on historical situations:
“Reacting to the Past” (RTTP) consists of elaborate games, set in the past, in which students are assigned roles informed by classic texts in the history ideas. Class sessions are run entirely by students; instructors advise and guide students and grade their oral and written work. It seeks to draw students into the past, promote engagement with big ideas, and improve intellectual and academic skills. Pioneered by Barnard College in 1996, the project is supported by a consortium of colleges and universities.

All of the games are set in the past, and thus might be regarded as history, but each game also explores multiple additional disciplines. Part of the intellectual appeal of RTTP is that it transcends disciplinary structures. In addition to games in the published series, the consortium seeks to expand the curriculum by supporting faculty workshops and collaboration on new game designs that explore a variety of historical moments in the humanities and sciences.
Neat stuff. There are some upcoming faculty conferences in different regions for those interested in using or contributing to the program (Paxsims has more about that). What struck me after watching the sample video at the RTTP site was that it was difficult to see what the structure of the exercises really was. Is this a roleplaying debating society, or are there some underlying game elements that aren't shown? Based on the accompanying web pages, it seems that there are some other aspects to the game that I just wasn't able to pick up on. This reminds me of some of the games designed by Megagame Makers (discussed in another post a while back), and I wonder if some of them (particularly the Washington Naval Conference one) could be transferred to this RTTP framework without much trouble. Perhaps that wouldn't be sweeping enough in scope for the RTTP program. I also wonder if the good folks at ChoMUN and MUNUC are aware of this... and vice versa....

Friday, February 2, 2007

Why aren't there more hobbyists doing this?

Besides the Megagames of the previous post, and the National Security Decision Making Game (a U.S. group that runs large-scale international simulations at gaming conventions) I'm not aware of anyone else doing this sort of thing for recreation. That's excluding, of course, model U.N. groups in high school and college, some of which (such as the University of Chicago's MUNUC and ChoMUN) make a point of producing high-quality, innovative simulations. But why so little interest in this sort of thing after college? Here are a few thoughts:

Preparation time: Putting together something like a Megagame or a scenario for a NSDMG takes a long time. There are no published supplements, and everything is pretty much done from scratch. College students might be able to spend this kind of time, but it takes a devoted hobbyist to do so out in the "real world." There's also the question of preparation for the individual participants; there are frequently background papers or rules to read beforehand (though not for NSDMG).

Lack of expertise: This is the sort of thing one learns by doing. While there are a lot of model U.N. survivors out there, perhaps not many of them really feel comfortable designing an event of their own.

Playing time: NSDMG and Megagames are usually about 8 hours long. Many model U.N. conferences run for four days. That might be more than many people can schedule.

Location, location, location: Just finding a space large enough and with the proper setup to hold one of these events is tricky. NSDMG uses gaming conventions, which are usually held in convention centers or large hotel conference areas, while Megagames apparently use a variety of venues, ranging from schools to boats and more. High schools and colleges can often use classrooms and auditoriums. But for a general recreational interest, without a connection to a college or the budget to rent conference space, finding a site would be challenging.

Lack of familiarity: People aren't used to this sort of thing. And hanging around with a hundred strangers immersing themselves in a political simulation doesn't necessarily sound appealing. Megagame Makers have the advantage of having built up a cadre of loyal fans, and NSDMG benefits from staging events at gaming conventions with a high number of wargamers in attendance, who are a more receptive audience than the general public.

I'll revisit this issue again. A lot of these issues seem to be manageable, so long as a small group is willing to put in a fair amount of time taking care of the substantive and logistic issues. At the very least, it doesn't seem impossible to develop some kind of constituency for this sort of thing.

Thursday, February 1, 2007

"Megagames"

Megagame Makers is a UK-based group that creates and runs very large scale wargames for entertainment purposes, usually based on military conflict represented on boards or maps, but sometimes dealing with negotiation simulation. See the description of their Washington Conference simulation (which they will be running again in November 2007) for an example of a negotiation simulation not too far removed from the seminar-style games I'm trying to focus on here at A Horse of Peas. Their downloads page also offers the basic handbook for their Congress of Vienna game, another interesting negotiation simulation. This group has been around for a while, and looks well worth checking out for anyone in the SE England area.