Examines approaches to sustainable lunar presence, proposed projects, their requirements, & what humanity's future on the moon could hold. Panel by NSDM staff moderated by Maj. Scott Macmann, USA/ret
Description:
Several nations, including the US, have big plans for the moon. This panel examines possible approaches to sustainable lunar presence, specific proposed projects, their requirements, and what humanity's future on the moon could hold. Panel by NSDM staff moderated by Maj. Scott Macmann, USA/ret
Space Combat in Movies, Books and Games: Getting It Not Wrong
Summary:
Movies usually get things wrong when depicting space combat. Realistic ship movement, zero-G hand-to-hand combat, & unique aspects of space warfare for writers & game devs. Izaac Falken, NSDM staff.
Description:
Movies and novels often get things wrong when depicting combat in space. Zero-G & vacuum conditions produce effects that run contrary to human instincts & experiences, including those of the potential audience. This seminar examines how to write & simulate realistic space combat for storywriters & game developers. Well discuss the complexities of vessel movement in zero-gravity environments, where traditional concepts of speed & maneuverability are fundamentally different. Hand-to-hand combat in low-G & vacuum conditions will also be explored, highlighting unique challenges & outcomes. The session will cover both the benefits & pitfalls of incorporating these realistic elements into narratives, helping to create more immersive & believable space warfare scenarios. Presented by Izaac Falken, on the National Security Decision Making Game staff.
First war decided by factory output. Trains, telegraph, gatling guns. Just a few of the features of the Civil War being the first industrial war. Panel by NSDM staff moderated by Dr. Craig Greathouse.
Description:
A steampunk war. First war decided by factory output. Trains, telegraph, gatling guns, submarines, ironclads, air (balloon) reconnaissance, strategic warfare, trench warfare. Just a few of the features of the Civil War being the first industrial war. Panel by NSDM staff moderated by Dr. Craig Greathouse, Professor of Political Science, with Capt. Mark McDonagh, USN/ret., physicist and former nuclear submarine officer with 12 years' experience at the Naval War College
Using Simulations In the Classroom, National Security Decision Making (NSDM) Panel
Summary:
Simulations feed an experiential learning process, helping students absorb material. Foundational simulation concepts, how to run in a classroom. Panel by NSDM staff moderated by Dr. Craig Greathouse
Description:
Helping students understand world complexities is a difficult classroom task. Recent research indicates they can absorb material effectively through hands-on learning. Simulations provide an experiential learning process which, by their nature, simplifies the complex. Having more advanced students design & build a simulation prompts them to gather, build & prioritize information, helping them understand the area of investigation. This presentation discusses foundational concepts & ideas of simulations and provides a basis for how to run simulations is a classroom setting from high school to collegiate level. Presented by National Security Decision Making staff experts in building & designing simulations with over 100 years combined experience, moderated by Dr. Craig Greathouse, Professor of Political Science.
US national security classifications, roots, history. Why it's needed, recent spy cases, challenges from new tech. Balancing secrecy with transparency. Maj. Scott Macmann, USA/ret., NSDM Game staff.
Description:
Lecture examines US national security classifications, emphasizing the classification system's historical roots and evolution. Delves into motivations for secrecy, recent espionage cases, and addresses challenges posed by advancing technology. Reviews potential reforms balancing secrecy with governmental transparency in a democracy. Presented by Maj. Scott Macmann, USA/ret., on the National Security Decision Making Game staff.
Inter-war years, USN built 9 subs to test different designs against needs for a future cross-Pacific war. Experiment produced template for WW II Fleet Boat. Capt. Mark McDonagh, USN/ret., NSDM staff
Description:
World War I was over, the first war that saw significant submarine combat. World navies sub forces were outdated & inadequate, they sought to understand lessons of WW I & incorporate them, with their own strategic needs, into a next generation of sub designs. The US Navy built 9 operational subs of 5 different designs to test capabilities & limitations against their needs for a future conflict across the Pacific. V-1 through V-9 were not given individual names or class designations initially, had dissimilar sizes, ranges & endurances. These allowed the USN to hone in on a Fleet Boat design that served as the template for the hundreds of combat submarines that strangled the Japanese home islands in World War II. Lecture by Capt. Mark McDonagh, USN/ret., former submarine officer with 12 years' experience at the Naval War College, on the National Security Decision Making Game staff.
What brought American colonists from being loyal British subjects to revolution in 10 years? Role play events leading to Revolution from their perspective. Geopolitical-military RPG by NSDMG staff.
Description:
Historical, fast-paced, crisis-oriented version of the NSDM geopolitical-military-economic RPG. As we observe the 250th anniversary of key events in the American Revolution, it is a good time to reflect on the personalities, agendas, events and energies that drove decisions. From the end of the French and Indian War to the first battles of the American revolution, what brought the colonists from being mostly-loyal British subjects to armed revolt in only ten years? Role play the events leading to the American Revolution from the perspective of key figures. Experience the decisions, the diplomacy, the tensions, the frustrations; and there will be unintended consequences and the occasional unexpected, counterfactual-but-plausible event. A new game variant presented by the National Security Decision Making (NSDM) Game staff, intended to entertain while hopefully teaching something.
Sci-Fi variant of the geopolitical-military-economic RPG set in the 1960s. You're a superpower leader. Just history as we know it, but then some peculiar things happen. Fix it. Or exploit it.
Description:
Geopolitical, military and economic role-playing game. Take senior leadership positions in the US, USSR, UK, Israel, Red China or Cuba, dealing with domestic and international events. Scenario: it's 1961. But the future isn't set. It's all history up to this point. But then, these strange things start to happen. Deal with them. Do you feel up to the job? Can you achieve your goals? Can you achieve your nation's goals? Can you duck-and-cover? New issues and problems in every game. Presented by the National Security Decision Making Game staff.
Geopolitical-military role-playing game, players taking senior positions in a real nation. It's the world of today. Here are the real issues, and some big problems looming. Can you fix it? Start now.
Description:
Geopolitical, military and economic role-playing game. Players take senior leadership positions in a real-world nation. Here's the game: You players are the politicians. You over there, you're the Cabinet. You folks over by the big maps are the Generals and Admirals. Here's your country; you've heard of it, it's not fictional, it's real, and so are its problems. The scenario is: it's the world as you know it today. Here are the real issues. Here are some big, looming problems. Fix them. Start now." Do you feel up to the job? New countries, issues and problems in every game. Presented by the National Security Decision Making MegaGame staff.
Contemporary NSDM: National Security Decision Making Megagame
Summary:
Geopolitical-military role-playing game, players taking senior positions in a real nation. It's the world of today. Here are the real issues, and some big problems looming. Can you fix it? Start now.
Description:
Geopolitical, military and economic role-playing game. Players take senior leadership positions in a real-world nation. Here's the game: You players are the politicians. You over there, you're the Cabinet. You folks over by the big maps are the Generals and Admirals. Here's your country; you've heard of it, it's not fictional, it's real, and so are its problems. The scenario is: it's the world as you know it today. Here are the real issues. Here are some big, looming problems. Fix them. Start now." Do you feel up to the job? New countries, issues and problems in every game. Presented by the National Security Decision Making MegaGame staff.