Sea Control - Sea Control 584: Wargaming in the Pacific with Chris Denzel and Sebastian Bae
Episode Date: August 15, 2025Links1. Sebastian Bae Twitter. ...
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You're listening to Sea Control, hosted by the Center for International and Maritime Security.
Ahoy, shipmates, and welcome back aboard Sea Control. I'm your co-host, Brian Kerg, and our best today are Major Chris Denzel of the United States Marine Corps and Mr. Sebastian Bay of the Center for Naval Analysis.
We'll be discussing their experience supporting wargaming in the Pacific,
specifically in support of bilateral wargames involving the United States and Japan.
As a reminder, all views expressed are personal and do not necessarily reflect the views of the Department of Defense
or any other organization with which we are affiliated.
Gentlemen, welcome aboard.
Can you tell us a little bit about yourselves and your professional backgrounds,
especially your experience in wargaming?
Hey, Brian. It's great to be here with you and Sebastian.
I'm an intel officer in the Marine Corps by trade, but most of my career I've been doing planning stuff.
I went to SAMS, which is the Army's planner school.
And then in 2002, as part of my payback tour for that, I went to 3MEF to be the Japan Plans Officer.
And that's where I really got into wargaming and met and started working with Sebastian.
This past summer, I moved to USFJ, so still working on Japan stuff.
up here in mainland Japan doing campaigns and posture planning.
But 3MF was really my first experience with wargaming.
We got a little bit of familiarization at SAMS,
just a week or so of wargaming,
just that we were familiar with the basic concepts.
But the first thing I did when I showed up to 3MF
was learn that I was responsible for running a 3MF wargame.
There really wasn't any sort of plan to fall in on.
So I really clung to Sebastian for his expertise
and tried to familiarize myself as much as possible
so that I could pull off a war game
three months after showing up at 3Meth.
Hey, Brian, Sebastian.
It's great to be with both of you on this.
I'm a senior game designer
at the Center for Naval Analysis,
also known as CNA,
where I lead our portfolio on Indo-PACOM games,
predominantly that focus on the future of warfare emergent tech and allies and partners and
operational war fighting so that means i'm often in the indopay computer as i am right now um in
japan on this podcast but uh we've been doing this bilateral ground force game with chris before for
the last three years and we're about to go into our fourth year very soon but it's been a pretty
wild journey as we'll talk about in this episode but uh it's been definitely a learning experience
It's about allies and partners, wargaming for commands
at the sort of operational and tactical level.
So it's been a wild ride.
Awesome. Thanks for that intro.
And full disclosure, I did cross paths with both of our guests
in my own capacity as a planner,
and I can personally attest to the fact that your impact
as Japan planners and wargamers has been absolutely impeccable
across the force.
So the both of you, you've got extensive experience
in both wargame design as well as bilateral military exercises.
Recently on State Control, we had an episode with Ben Van Hort and Chuck Bly-Levin,
and they specifically discussed a series of bilateral exercises with the U.S. and Japan.
Could you contrast war games and command post exercises, especially in the bilateral space?
Yeah, absolutely.
I'll take the practitioner's answer to this and frame it as a uniform military planner,
and then Sebastian can clean it up with all the doctrinally correct answers.
but i think we're on the same page here where there are differences between cpxs or command
post exercises and war games um but none of the rules are hard and fast nothing's black and white
so there are only tendencies and trends there's a little bit of war gaming and a lot of cpxs and a
little bit of cpx and a lot of war gaming but generally what i've appreciated about the difference
between the two is cpxs are about training not education or exploration they're about taking
what's a known solution or at least believed to be the right solution and rehearsing it to refine it
and get people familiar with what their role in that is. That could be as basic as exercising
your SOPs as a command center. And so you put into a war situation in an exercise and everybody has
their SOPs to get certain information, build certain slides, develop certain plans. And
they're rehearsing that, figuring out who do I need to be talking to? What do I need to be doing?
What are the tools that help me? At the theater level, the Indo-PACOM CPXs we do are often based
on a war plan of record. So somebody has written out the plan that says, here's the enemy COA,
here's the friendly response to it from the Indo-PACOM level to the JTF level,
down to the meth and below level.
And in that exercise, everybody is rehearsing
what is already written down as their plan.
Some parts of it are unscripted.
The exact enemy actions might be unpredictable,
but you're taking what you know to be your mission
and trying to execute it in a somewhat dynamic environment.
The other aspect of this is because they're so widespread
and so expansive,
each individual usually only sees a soda straw of the experience so the mef commander and the
mef commander's primary staff may have a decent appreciation of what's going on in the whole
theater because they're sitting in indo paycom or jtf battle rhythm events they're seeing
the commander's updates or the uh oh and i briefs they're hearing from the jtf commander what
his or her priorities are but everybody else in three mef you know outside of those 20 or so
primary staff are only seeing the the three mef battle space so they're vaguely aware of what
seven fleet might be doing or what pack f might be doing um but that's mostly invisible to them
so while cpx's benefit from being very large and you you exercise a large scale uh each individual
has a hard time really piecing all that together and figuring out like what's the story of the
entire war here how does my role at 3mef or at the meb or at the mlg how does it fit in with
what indo paycom is trying to do by contrast war games are a little more experimental and
educational they're designed to put players in situations where you know there is not a known
solution. You might have a theory, you might have a hypothesis of we think this is the best way to
solve this problem, but you're designing wargames specifically around unknown solutions. We know
this is a hard problem. We know we don't know how to solve it. Let's put players in a situation where
they are forced to make decisions, prioritize this over that, sequence this in front of that,
and figure out what we learn uh is it something we can lock in a solution to or is it something
that we need to further study or we don't even know what the exact questions we are there so
i look at war games more about uh discovering what the question is or testing a hypothesis
to that question you have um and then from a scale perspective war games are almost always
much smaller than exercises even the largest war game is far smaller than uh some meth level cpxs
so the benefit of that is you're literally and figuratively all in the same room so in our war
game everybody comes together in the morning and gets the brief of here's what happened yesterday
all the red cell players all the blue cell players they're in the same room seeing here's what
happened here's the whole map and players from their individual seats get to see what what is
the wider war here what's the wider problem set and how do i sit in also because of that and i
know we'll get to this later war games are also a really great venue for outside observers to come
in so whether it's national security personnel folks from the embassy state department uh
civilian leadership or even uniform leadership at osd we're trying to come in and see what is
three mess role in the wider o plan if they come in a cpx they're only going to see a sliver of
things. And most of what they'll see is people doing their jobs, which is not so interesting
at the strategy or policy level. At a war game, it's much more condensed in terms of what are the
big muscle movements? What are the big issues? And then, of course, because you're all in the
same room, there's a lot of back and forth of conversations that happen that wouldn't happen
if you had somebody in a command post in Hawaii, somebody else in a command post in Okinawa,
and somebody else in a command post in Yokota. So literally and figuratively all being in the
same room has a lot of benefits as well both to educating people uh and and solving problems
and now i'll turn it over to sebastian from to tell tell you guys that everything that i said
that was wrong so no i will largely agree with chris on this um the best way i describe it between
exercises and games is that they're venn diagrams and cpx is often sit in that weird overlap between
games and exercises. And the best way to distinguish games and exercises is that exercises
tend to focus on skills and execution, just like what Chris mentioned is, can I do this thing in
real life? What are the processes and how do I walk through this process? This is often what
exercises are about. On the other hand, games are often larger abstractions and simplifications of
the real world but they focus on decisions consequences right so because exercises tend
to focus on real world execution on real world coordination real world sort of skills right
whether that's you know being able to acquire something with a radar use a drone or do a staff
process uh they tend to be real real time right while more games you can get much deeper into a
problem weeks days months depending on the abstraction but really focus on decisions you
don't really care about the the tactical level in the sense of like can i require this radar
it's really a question it's like what decisions am i making and what implications and consequences
against that thinking adversary on the other end which is a huge difference between exercises
that board games feature so you know having designed both components of exercises and cpxs
and games exercises tend to be more on the rails right because they tend to have a script a certain
schedule ranges and things and so forth that have specific limitations so those are all really
focused on the training portion like training a skill or execution and then on games they tend
to have more open-ended questions of like what about this process or how do we go about solving
this problem set against this adversary and the adversary adapts you know i mean um as designers
we always say hey we have we have control of what goes into turn one and then afterwards it's all
really the players that write the story and narrative of how a game unfolds because it's
their decisions and we're practically just the judges of seeing hey that's a strike that's in
and so forth but how the the decisions unfold over the course of the game's turns are really
up to the players which is a huge major difference between exercises and games and then in that rear
fuzzy zone between cpxs is that depending on the type of cpx it can be focused on decisions that
can make it sort of trend towards a game or it can be more like hey that we're going to practice a
process we're going to practice um you know i mean these kind of products and see if this works
to brain and now trend more towards the skills execution portion of exercises so it's not binary
but we do have a bad habit in dod with large of calling games and war games and exercises
interchangeably both in the press and in our own vocabulary so i would say the major difference is
decisions and consequences for games skills and execution for exercises
thanks for that guys that was a really good breakdown of some of the compare and contrast
of war games and exercises and clarification of the definitions and really what stands out
between one or the other and i think it set us up to uh really flip the question around a little
bit and explore the space in a little bit different way can you discuss how war games
complement exercises yeah so sort of riffing off that previous question if war games are to
try to come up with solutions to unknown problem or problems that we don't know how to solve
then what i've seen especially with the the war game we've run with cna over the last few years
is unaddressed problems in CPXs in the first year
that were explored in our war game the first year
became standard con ops that we would execute in a CPX the following year.
So we're looking at questions like,
how do we do contested sustainment down to some relatively remote islands?
And we're coming up with theories about how we might do that
in conjunction with larger combat power pulses,
how we might use bilateral modes of sustainment, et cetera.
So we're experimenting with that really unbounded in the first year.
And then by the time we get to a major CPX like Resolute Dragon
or Keen Edge the following year, I'm seeing those con ops,
sometimes with the very same names, just being pulled out on day two
of the exercise and saying, well, let's run one of these.
let's run a Sea Snake or let's run a Sakashima Express.
It's like, oh, hey, these are literally names we came up with last year at the war game
for specific challenges or problems.
And you see the evolution of a problem from contested sustainment,
how are we going to do that, to more discrete executable options.
So whereas two or three years ago, we were just talking about
how do you get logistics to the islands?
Now we're talking about, well, there are different methods we could use
for surface sustainment or for air sustainment um and those have branched out to different
concepts of operations that will pull off the shelf in an exercise so as the war games sort
of start to you know i hesitate to use the word solve these problems because you're not really
coming up with a solution but you're coming up with a solution you think works or at least can
be adapted um these become things that you can pull out of your toolkit in an exercise and then
And of course, if crisis and conflict ever happen, you have rehearsed those to the point where you can pull them off and hopefully do them.
And then the final point I'll make here is that experimentation gives people a common set of experiences.
So they know what the terms are, they know what the concepts and the challenges are.
So when you start referring to those concepts later, they're not just the name of an option, but they're a corporate experience that the command has.
so as much as i hate to admit it with chris on the line is um like the bilateral ground force
game that we did for 3mef and for chris for a long time um was one of my is still one of my
favorite games because we went through what we call the cycle research for it right we're able
to run the game as cna for the math to look at all those problem sets and then we also attended
and supported uh keen edge resolute dragon all all these other exercises where we're able to observe
like these outputs that chris mentioned right and see like hey did you can you really do the things
you said on paper on these slides uh in our move sheets um and then that was fed back into our
analysis into our reports into our memos that we gave to the math uh when we went back and did our
homework which often again fed the next year right so the great benefit of these sort of campaign of
learning campaign of analysis where we do series of games that feed into each other which was
amazing to do for the mef but so like our games fed into the exercise the exercises fed into the
analysis and analysis fed into the whole cycle back again right so we have years of reports and
memos and things and concepts that were like hey yes we worked on this hey yes we had this
conversation and we build on those so we're not always stepping back and starting from the same
you know your sort of step zero again over and over right so you know that was really powerful
and one of the things i would say is that we got great feedback from the exercises of like hey like
we thought this worked on paper like this and this you know i mean this wiregram looked like
connecting this organization to this organization but in practice it doesn't work that way right
we're all been there where the doctrine or the doctor documents that says you should do this
But in reality, it goes some other way for whatever reason.
And trying to understand those portions really informed the game design and the game concepts and the game questions that we asked the next following year to continue to refine those.
And it was really important to build our own knowledge on the gaming side, supporting the myth of what concepts they were thinking, because they're moving so fast month to month as part of like sort of the joke cycle of understanding from one event to another.
It was rapid change. And I was always be asking Chris, like, hey, what's the news documents?
What can you send me? When do I go out?
And I we ended up spending so much time in Japan supporting these events from the planning conferences, the TTDs,
the exercise reports to the executions of the game that I joke with Denzel that I should start paying Japanese taxes.
um so i think that was really important to be intimately connected and supportive
and stay on that same rhythm as the as the math as it approached the problem that was a really
good explanation and you mentioned a couple times uh your organization the center for
naval analysis so at the risk of turning this episode into an advertisement an advertisement
for cna could you discuss how organizations like it enrich and enhance war games like the
bilateral ground forces war game and others yeah so i won't try to make it too much into a commercial
for cna uh so cna is one of the ffr ffr dcs or the federally funded research development centers
this includes places like ran where i used to work which is the army and air forces ffr dc and vr
the ffr dc for the navy and the marine corps and then there are others like mitre and ida
that also do war gaming work but i would say ran and probably cna are the top tier of those of
those organizations that do war gaming uh in support of the command commands to the operational
fleet uh and the units and so forth but i would say the biggest advantage like places like cna
is that we bring a corpus of knowledge about gaming right just like all of you have mos's
as tomos or intel officers or anything else like our job predominantly like my job is 365 days a
year to design games for commands for organizations and tackle problems right so i've been designing
games for over 13 years right uh for the dod uh and that's i mean not something you can replace
with like you're telling what some poor major like denzel would be like hey in three months
you're doing a 400 person bilateral game right um and we're really happy to help and support
his effort at the MEF. The other thing I would say is that that we're going through right now
is that as action officers and plans officers switch over in commands, right, and the series
of games continue, CNA and other organizations are able to hold that institutional knowledge over
from one, you know what I mean, sort of PCS season to the next. This is more important in other places
like USFK where that PCS season is a little bit more rapid. But even here right now, as Denzel
went off to usfj and we're working with um his his predecessor or his successor uh at the math
we're working through those things of like hey yes we did this yes we have these products this
is where we can go and build on these things so i think that'll be really important in the coming
months as we go to our first bilateral ground force game without chris and i think that's a
big portion of it the other thing is that we also provide sort of outside their perspective right we
We have no dog in the fight in many of the sort of questions that the Marine Corps or
the Navy is asking itself about, whether it be force design or concepts or old plans or
its roles and missions.
And we're able to give that sort of unbiased third party perspective of like, yes, this
is what we do.
Lastly, I would say is that when it comes to just war game execution is that we're able
to bring the adjudication knowledge that are required to adjudicate everything from air
subs to naval to logistics uh and build a sort of custom team for the meth right on whatever it
needs for that year for that game and for those set of questions um but yeah it's been a real
pleasure to being supporting three math and sort of the command on this problem set yeah what what
i'll add to that is you know as i alluded to before i i showed up and i and you had a spell
war game um it's two words right uh but i i was thrown straight in you know a week or so after i
showed up i had to i'd run my first planning conference for a war game that honestly at the
time i didn't even realize was a three mech war game i thought it was usfj's war game um
and i could speak marine corps and i could speak operational challenges uh and the more time i
spend at three meph i could articulate what the commands challenges were but i didn't know how to
turn that into a event that would force players to confront certain problems or i didn't know how to
facilitate the conflict that players might have whether it's trying to fight the scenario or
trying to fight the starting conditions or trying to fight the assumptions um so sebastian and his
team at cna are super useful because they're professional war gamers the staff officers that
are helping to plan and execute this are professional military personnel and you really
need the dialogue back and forth between the two to say here's here's the problem i have in
operational or doctrinal terms and then sebastian in a collaborative discussion saying here's how
we can design an environment to force the players to trade off between these assumptions
or maybe it's three assumptions right so i'll i'll come to sebastian and say i think my problem is i
don't know if it's a or b special say well have you considered if it's maybe a b or c um because
he's seen similar challenges right at the endo pecan problem set up at the theater level he's
seen totally different challenges in nato he's seen non-military war games so he's he runs the
full gamut of war games and bring a lot of different tools and skills to help me and uh
the command i'm with with a specific challenge um so it's you know we joke that it's a marriage
but it's really these two diverse skill sets that really have to be in dialogue across the
full exercise life cycle to design and execute a game that's really of value yeah one more
observation i'll rip on based off of the the comments you just both offered is that criticality
of the cna as the corporate knowledge holder sebastian you mentioned this but chris and i
have both been in positions where the key personnel doing key jobs might rotate after one two or three
years and that turnover oftentimes that can uh that swiss cheese effect can occur where many many
of the key people turn over at once and so much of that corporate knowledge is lost within the
headquarters itself so in some commands they're big enough and if resources permit gs employees
and contractors often fill that gap of corporate knowledge and allow it to exist as the military
individuals move each year, each summer. But as we get more and more fiscally constrained,
the ability to do that diminishes such that organizations like CNA become even more critical
because that will be the only place where the corporate knowledge resides and will remain over
time. I'm going to pivot slightly. So here's a curveball for you guys. I think this is the
most important question the listeners need to know the answer to. Is the Hawaiian shirt the
official uniform of the center for naval analysis or is that a sebastian bay policy
i'll take this that's a that's a misnomer it's not actually hawaiian shirt it's an okinawan shirt
it's a place called what what's it what's it called sebastian mango mango house mango house
yeah um actually one of sebastian's uh project uh project leads on the latest war game um we
joke that she's uh she's becoming the next Sebastian as a going away president for the
last war game I ran with them I I made sure to get her a mango house shirt so that you know
Sebastian never got hit by a truck she could toss that on and nobody would know the difference
yeah um so yeah that's a funny story uh so one uh yeah I do love a good mango house shirt
if you're ever on Okinawa go grab one um the other thing I will say I do have lots of Hawaiian shirts
and, I mean, Okinawan shirts as well.
I would say that's a predominantly Sebastian thing.
Some of my team members do the Aloha Friday thing
or when they're out at Indo-Pekoma, Hawaii,
but I'm probably the only one that consistently wears them
all day round, all seasons round.
But I would say it is just a personal choice,
but it has definitely become like an association brand with me
in the sense that I was walking around Tokyo one day
and one of the Meff guys was there
and we met on the street and he's like oh i found you he's like i could see you with the hawaiian
shirt like a few blocks away and he like ran up to come catch me and i was like that's wild
um so stuff like that it's just you know i mean it's good um i mainly wear them because they're
largely comfortable right and i'm not a very much a suit person um to the point that my director has
to like tell me uh to be like hey like wear a suit for this meeting and i was like ah uh because
otherwise he'll he knows i'm going to show up in like khakis and jeans and a Hawaiian shirt
um otherwise but yeah that's definitely a Sebastian thing that's the kind of deep cut
you're only going to find here on sea control and no place else so uh thank you very much for that
that side quest there so let's get back to business uh gents could you talk about the
in-person nature of war game design and how you pull this off in in the gel for the joint exercise
life cycle yeah so i would say the in-person nature especially for games that have allies
and partners is like the most critical thing uh the one things i tell my young designers and my
teammates at cna is that if we're doing it as a partner's game like plan for travel plan to be
there in person because being in the room is there's no substitute for presence um it's like
my little AR note after BGF the first year is that if we didn't attend the meetings in
person, if we didn't go to Ichigaya, if we didn't go to the MEF and have these conversations
in person, I don't think we would have been half as successful as we were over the years
because there is a certain level of like frankness and communication that only happens in person.
And I was recently reading a book about communication.
It says like, I think 60% of communication is nonverbal, right?
It's from all the cues that you see from their body language.
And that's particularly important when you're working through a translator and so forth
to understand like, hey, what are they feeling?
How are they responding to your words and understanding if they actually say yes and
mean it, or are they just saying yes to move on, right?
And those are all really important things.
I don't say our junk cycle for, you know, as Chris will probably mention is like, was insane. Like we did what, four or five planning conferences a year that were often at least a week long, often held in Japan, that also required like pre-meetings and pre-SVTCs to coordinate all the details from admin to content and so forth.
and our games themselves are two weeks long right so it was a tremendous amount of like of effort
and like the tempo was quite fast and rapid and uh there was no end to bgf right like typically
for cna projects there's like a there's a culmination you're like okay we're done we're
good like on to the next but bgf as part of a series was really just like as soon as we finished
the last one uh my counterpart doug jackson or leah janzer who is now uh the project director
with me would start writing the report and i'll be start already with chris like planning the cdc
the first planning event for like all right now what do we do for the next game how do we think
about um the next joke right uh and it was very much like living uh getting a glimpse into the
life that you guys were all lived at the g5 so which i did not envy um but it's definitely
stressful but it was incredibly important to be in person to work with our ads and partners
to work with our counterparts in person i don't think there's a replacement for that
yeah what what i'll add to to all that is you know especially with all the different stakeholders we
had in this game being in the room and seeing the rabbit holes you get sucked down and planning
conferences really prepares you to design a game that avoids those rabbit holes or really know what
the issues are so that as a facilitator you can bring the players out of that rabbit hole so you
can you can keep the game moving forward and not get hung up um those rabbit holes are also useful
because maybe those are the rabbit holes you want to go down maybe and maybe it's not this year maybe
it's next year um so there were a number of times over the three years where uh you know we derail
an entire afternoon of a planning conference trying to solve a problem realize that it's not
solvable at our level and that would arm sebastian and his team to adjudicate that when it came up
during gameplay but it would also allow the conversation to continue so that next year we
could say what if we design a game around trying to solve that problem because that that keeps
coming up so let's address it awesome great um so moving on from the jelk a couple times you
mentioned the role of observers uh and i think it's worth highlighting so jens could you highlight
the role of observers the ratio of observers versus players and the benefits of having both
observers and players under the same roof so this is actually probably one of the places that chris
and i disagree so as a designer i always want less observers because they're just more people
that you need to sort of uh care and take care of and i'll make sure they're not doing they're
not being destructive they're not they're getting out of the way largely or if they're being
beneficial that they're beneficial in the right way right so observers from a designer's perspective
are just like extra like factors that you're thrown into your ready complicated machine that
is your game and you don't know what they are going to do they're just variables that you have
to account for in stride i would say that uh that most designers probably to have like a really high
player count and really low observer count in terms of ratio uh but i will say that you know
i will admit to chris's point that it's really important at times and it's hugely beneficial
for the wider campaign of learning and the wider campaign of coordination um from an organization's
point of view of why you have observers right to have to build stakeholders build a community of
interest and a community of action that will do something around this problem set and that you
want everyone sort of connected in because there is a challenge in our field where games in one
service or one plan or one perspective are not always connected to the next one and we can talk
a little bit about that later with other games like nw pack and so forth but one of the one of
the benefits of having observers that you're able to build those sort of institutional tendrils to
other organizations and other perspectives that you're able to sort of like weave together over
time but in a pure execution way as a designer i remember our first conversation i think it was a
second year where denzel wanted all these observers and i was like please no like we
already have 400 players and you want to bring like 100 observers um so i remember that stress
but we were able to do it in the end but uh it's just always a challenge yeah i love observers uh
i've every time somebody has asked if they could bring somebody i've literally said the more the
marrier um but you know sebastian has a point and if you if you go to any war gaming course or read
any war gaming book they you know they will explicitly call out that like observers will
kill your war game and you should have as few as possible and you should lock them in a room far
far away from the players uh i didn't like that but also we didn't have that choice um you know
The U.S. is globally engaged. Its players and its leaders come from all over the world, and they have all these experiences. Japan has only one ally, and it is such a huge part of their defense.
So the Japanese will bring, you know, you'll bring one or two general officers to the outbrief, maybe a one star, maybe a two star, and the Japanese will bring 23 and four stars to their outbrief.
And of course, if those general officers are coming to the outbrief, then their colonels and their action officers are going to want to be there observing so that they can staff those generals.
So working with allies and partners, if you're working with somebody who the U.S. is their one big ally or this is their one big war game a year, you're going to have a lot of attention on their side.
The collapse of the strategic and the tactical in this AO specifically also means that a lot of the tactical problems that we're running into require strategic policy solutions.
So we've had cases where Ministry of Defense observers took a question we had back and did a quick legal review and came back during gameplay and said, actually, I think you could do that.
And that turned something we thought we couldn't do as an alliance into something that was theoretically possible.
So the other value of observers is you bring in people outside the player base, and if managed correctly, they can enrich what the players are doing.
But there's always that issue, you know,
and when we've done war games with other agencies,
you know, we've had players or planners kicked out of a room
because that's going to be used for debriefing.
So there's always the fight of, like, the players
and the war game is the thing, and the DVs can come in
and the observers can come in on a not-to-interfere basis.
So that requires its own art and science of managing that.
um but i would say that at a most of our war games have have had more than 50 percent of the human
beings in the room not be players whether they're facilitators adjudicators or observers um this is
a war game that definitely breaks the mold much to sebastian's anxiety what i found really
fascinating about the discussion you guys just had is how much of this is a question of is this
really a function of wargaming or is this a function of just managing human beings that is
applicable to so many other circumstances we all share similar scar tissue regarding name the
planning conference name the operational planning team or opt effort where you've got the the rogues
gallery of the different human personas and how they do or do not contribute to the effort or the
cause and uh just manage managing that and the risk you assume uh by inviting more or less uh
is just um something you have to work through and figure out i don't think there's a single
right answer and it's going to vary from situation to situation but i really appreciated that
a deep dive on that so speaking of people let's move on to uh stakeholders so every war game
will have multiple equities and stakeholders you've got the game sponsor you've got the players
You've got the selves that might be represented, but that might not actually be present with their people and many, many others.
Can you talk to the challenge of balancing all those stakeholders?
Yeah. So from a game design perspective, it is very similar to what you just you just mentioned.
Right. Is that when you have lots of stakeholders, you have a lot more institutional weight in some ways.
Right. Also means you have so many other personalities and equities to also manage.
right in the sense of like this organization wants this and they want this question and
uh i remember our first year like the biggest struggle was getting our questions down right
i was like hey as a game you want maybe three objectives like that's it right three things we
want to look inside of this game right i think the first draft um i think chris can correct me
if i was wrong like we had like 12 like 12 questions i was like guys that this is not
possible we cannot throw every ornament on this christmas tree that we're calling this bylaw
ground force game we need to have some discipline about what we all like concurrently want right as
stakeholders and that was a challenge it was um there's definitely some stark tissue both from
the u.s and the japanese side uh in that process and we've gotten better over it right in terms of
like hey let's focus on these are as our priorities these are nice to have but these are our focus
right and that's always a challenge and that's a lot of what the first planning conferences at the
like the cdc and the ipc are largely about is like building who who are the major stakeholders
what are their equities what objectives and for in cna terms we call them outcomes and objectives
or oh no's of saying hey by the ipc we're gonna have oh no's that are settled that we agree on
so we can start doing the real work of design you mean research and all these things to prepare for
the game cannot shift like significantly from that sort of like azimuth and that's always a
challenge right to get everyone to agree on these because words matter and what their definition is
and so forth um so i would say that's the big thing of like the outcome is like hey what does
this whole process from the report to the game give the organization whether that's japanese or
the MAF or the US side. And then the objectives are like, what are the specific decisions and
dilemmas and choices and processes and things that we're going to laser focus on in terms of
what the scenario is going to really explore and push at and focus on, and also determines what
expertise we need in the room to make sure we can answer those questions in stride and make those
decisions through an informed way and manage the consequences when the adversary or the scenario
itself goes against what your expectations are so i would say stakeholders are always a challenge
and we're going through that right now again right as this is sort of the curse of games that are
successful is that as you become more successful more people want their hands and fingerprints on
your game which means that you have more maps to feed in that process but it is both good because
we're able to influence things beyond the math right uh through this game but also challenging
because um that means that your sponsor is no longer a sort of a marriage as denzel mentioned
as like it's just you and the sponsor focus on a problem it is you your sponsor your counterparts
and all their friends uh trying to like put this plane together on an annual basis which is always
a challenge but uh it's definitely a balance when you act yeah and and our war game specifically is
challenged because there's there's no charter to it there's no tasking you know so if you look at
some of the other uh well-known war games out there like the global series of games that is
tasked that is sponsored by the chief of naval operations there is a uh naval uh i forget what
acronym is but but a master analytic plan that says there shall be a global series war games and
it shall address the following things um the war game sebastian and i ran sad no founding document
it was it was kind of a handshake agreement that we need a war game and it sort of evolved
organically so there was nobody officially in charge that could say we will do this we will do
that um 3mef kind of had the lion's share of that because we we paid the contract for cna
but at the same time we we needed to um we needed to play nice with others and and that that can be
a real big challenge so a lot of that's just managing humans as you said and being smart
enough to know what problems are self-resolving right say yeah sure we'll we'll we'll handle that
and then by the time you get through the planning final planning conference uh they've talked
themselves out of wanting to do it some of its deception uh so my counterpart would occasionally
come to me and say you know my boss wants to talk about how to how to put more air defense stuff
into this war game because he's an air defense guy and he'd say can you help me have an information
operation against him and we'd say yeah yeah well we'll put that in a working group on the side
you know so you have a couple people over on a whiteboard drawing something out but it doesn't
really impact gameplay so that's really the art and and staying focused on the objectives is
how can you make people feel heard and get people involved in a way that does not interfere and a
lot of goodness comes out of that you'll you know the last point i'll make here is a lot of the
working groups that we sort of shunted off on the side to just occupy the troublemakers you know
they produce really good planning products that would get into the out brief as hey we did not
play this but here is something that we've worked on on the side that could inform future planning
whether it's for this game war game or the real you know contingency plans um so again it's it's
just the art and the science of managing human beings uh especially when you have no authoritative
piece of paper to beat them over the head with what i really appreciated about that last point
is uh so for those others who have been raised in planner schools when you're trained on how to deal
with um troublesome folks or folks who really really want their idea to be heard and they may
not understand that that is at odds with the intent of the game or the opt uh we we get told
terms of like the good idea garage like hey we're going to put that over here and maybe come back to
it um but what you just described chris is you found a way to actually get something of great
value out of the folks that you you're forced to sideline and uh to emphasize it's not to be
derogative toward the people that you are quote-unquote sidelining but it's just understanding
you have a responsibility as one of the war game leads to keep the game going in the intended
direction um but what i appreciate about it is again you described a way to still get meaningful
output out of those individuals in a way that did in fact matter to them and did make them feel
heard so i mean using war game to uh master emotional intelligence and organizational
emotional intelligence is uh is really cracking chris you got one more thing yeah one thing i
wanted sebastian to to talk on a little more on that is coming up with a branch plan right
identifying what the landmines are and then figuring out how how you're going to resolve
a problem if it comes up and and your solution didn't work or how you're going to um prioritize
things so sebastian can you talk a little bit about you know whether it's uh time skipping or
or the accordion of time that i've tried to have you do every single year um or other ways where
we have committed to something we weren't confident was going to work but had a branch plan for how to
deal with it if it went sideways yeah so chris is an amazing sponsor i love our relationship i love
working with him uh many ways because our personalities match and our skill sets also
complement each other uh but chris also uh will ask absurd things of a game design um so one year
i think it was like what the second or third year where he was like hey we're gonna do a two-week
game and we're gonna do two turns per day for a bilateral group that's like 300 humans right
i was like and i looked at him i was like no that's not possible like you can maybe do that
if you have maybe 60 players and they're all like one single language uh and they're all highly
informed and highly productive right like you're even then you're pushing your luck but he's like
no we're gonna do a turn in the morning adjudicate in the afternoon at lunch because i was like okay
i guess i'm not eating uh and then we're gonna uh do another turn and then adjudicate in the evening
so the players can do that again i was like one there's no way the players can do this right
i like we normally gave them probably eight hours to do a single turn right to do this bilateral
coordination as both of you know having been part of the meth and you're in bilateral opts and all
these things like it just takes time to work through translation and so forth like we had a
rule of thumb like chris and i had it that says anything that takes place in english that takes
15 minutes will take two or three times that length of time right to do it bilaterally right
so i was like i don't know what you think you're gonna do and then out and he's like
and i remember walking back from this planning conference uh back to my team at cna i was like
hey the sponsor wants us to do two turns a day i think it's a terrible idea i could not convince
them off this terrible idea so we're gonna do is that we're gonna prepare to do this as if we're
gonna do our best but also at the same time prepare for this thing to go awry as we undoubtedly know
it will and we're like we're gonna have this xyz thing and we're gonna prepare to like shift gears
and have the scenario we're all we're all gonna have this in our back pocket right and um you
know unsurprisingly the game executes and like chris walks up on the first day we're doing our
double turn he's like or like before even we do our double turn he's like i don't think that's
possible i was like yeah i know i agree and i was like is there a way we can sort of shift gears i
was like yep we can and then i was like i was like and i went to my team i was like hey bring
out all the things we're gonna shift gears in terms of scenarios stuff um but yeah that's
definitely some score to shoot from that game but i mean i think it's also one thing i will say is
also good to try
new things right to always be
willing to push the envelope of what is
possible because
even as game designers we are not
omniscient right about what is good and
what is bad all the time for games
we only have our own experiences
to rely on and the experiences that we have seen
in others but
this is one of those few times I was like oh
I've seen this I've done double turns
before for bilateral groups and
it never turns out well
and so forth but yeah I'll pass over to Chris
if he has any last-minute comments on that.
Everything Sebastian said is true,
but I do want to register that in our first VTC ever,
he and his team were the ones who recommended the two turns a day,
and I was the one that said no.
That is also true, yeah.
So we both learned.
That was an excellent vignette in flexibility
and adaptive and reactive learning.
So thank you very much for sharing that tale with the listeners.
Gents, we're coming up on time here, but before we wrap up,
are there any other key points that we didn't discuss that you want to hit on?
The only thing I wanted to hit on just generally,
and it's not really specific to wargaming,
but I think wargaming is a great way to explore the issues.
Out here in the Indo-Pacific, this pacing challenge,
the strategic to the tactical are really collapsed on each other.
um you know for japan it's the strategic and the policy questions of you know how does do
u.s forces get access uh to their fighting positions and when in the timeline you know
does japan become a co-belligerent in a war um that we were involved in or do they not or on
what timeline right those are all strategic policy questions but they have tactical implications of
like can three meth fight is it responsive enough can it support the joint force um is it able to
support the the japanese self-defense force or the japanese self-defense force is able to support us
all these issues are inherently intertwined um so i think that's that's something that our
doctrine doesn't really speak to that's worth appreciating uh this doesn't really have anything
to do with war games except back to the point about everybody being in the same room it's a
great venue to explore those linkages and not scope a game completely to this is an tactical
war game well it is but if it implicates strategic and policy issues uh we've discovered you know you
need to be a little flexible and have space to have that discussion without it sidelining things
so to build on what chris said so i would say in the early years of bgf uh we tried to do all
those echelons concurrently in the same two weeks uh and over time we sort of broke them off into
separate pieces that all were part of the same effort um but happened with different audiences
and different focuses that fed into each other sort of i mean like games that fed into other
games and exercises so like uh chris's before he left we did the sort of a strategic level game
sort of at the MOFA, MOD, OSD level
that fed into like, you know what I mean,
our more operational tactical game
for 3MF and its counterparts.
So I would say that, you know what I mean,
sort of building even an ecosystem of games over time
that, you know what I mean,
so one game doesn't do it all,
but you try to take bites of the apple
and the problem set from different angles
and different audiences
that are institutionally connected,
either through a sponsor, through a funding stream,
or through just relationships that you build
between the teams that are executing
and responsible for them is really important.
So as a game designer,
I will give this advice to all other game designers
who are trying to do like longstanding
sort of bilateral games or even multilateral games.
Haven't done several of them over the past couple of years
is there's no replacement for presence,
like I mentioned before,
but fundamentally it boils down to relationships, right?
So anyone who has not been at 3MF
or have not done like bilateral things on a regular basis really don't really tend to
underestimate how important that is is to know your counterparts to have dinner with them to
engage with them as just people and then then as planners and build those relationships even for me
as a designer observing the MEF I can see the people in the MEF who are able to connect and
really work together and collaborate with their counterparts and that's hugely different because
they're the ones who go out to karaoke with each other and have dinners and have conversations with
them long past the working day right and i think that's really important to build those kind of
relationships both with your counterparts and both with your sponsor and so forth because that has
allowed us to build our institutional knowledge that we mentioned before and also our institutional
pathways of relationships that we can leverage over concurrent years over concurrent games and
that's been really important um and one thing i would say is that the one japanese phrase that
i've learned in this whole process was like karoshi which is like death by overwork because
both chris and i and the mech staff and our teams have worked really hard on these days
like what our average hours on some of these days were like 16 18 hours uh working through the
slog of uh of a game so it was definitely not easy uh but definitely something that i think
was meaningful and impactful on the on the on the backside to your very point sebastian i did in
fact die from overwork when i was out there in my previous position and i am a ghost and i will
forever haunt the uh the sea control airway airwaves it seems so uh gentlemen finally where
can listeners find you online if anywhere and what else are you working on i'm on i'm on linkedin
uh i sort of took a pause over the last three years at mef because it was so busy for from
too much public writing so i'm trying to figure out how and where i'm going to get back into that
now that i've i've moved on but i haven't figured that one out yet so everybody can can find me on
linkedin or shoot me a message there um that's me um you can find me on linkedin blue sky and
twitter those are usually my predominant social media platforms i engage with and i was on
on clever when i wrote uh so like both my usernames for both blue sky and twitter are just
my name uh sebastian bay so you can find me pretty easily um but yeah all right well hey
gentlemen thanks again for joining us uh good luck at your current assignments
fair winds and following seas to listeners bravo zulu for tuning in and we'll see you next time
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