The Invisible Faction: Designing Wargames That Account for Actors Who Refuse to Play
How to design wargames that surface tail risks created by actors who opt out, obstruct, or simply go silent when your scenario expects them to engage.
E. SokolovDesigning wargames for what the models miss.
How to design wargames where a single compromised intelligence source quietly poisons every downstream decision before players realize what happened.
E. SokolovWhen wargame rooms fill with domain experts, play collapses into consensus. Here's how to design against it before the first move.
E. SokolovHow wargame designers can break the habit of recycling last cycle's adversary model and build opponents who actually surprise players.
E. SokolovHow to design wargames that force players to discover when their inherited doctrine is solving a problem that no longer exists.
E. SokolovMost wargame after-action reviews confirm what players already believe. Here's how to design a debrief that surfaces what the game actually revealed.
E. SokolovLearn how to design wargames that force players to choose between near-term tactical gains and preventing catastrophic downstream failures.
E. SokolovHow to design wargame intelligence packets with embedded decoys and signal traps that reveal whether players process information or just act on prior beliefs.
E. SokolovHow to design wargames and red-team exercises that surface the danger of adaptive adversaries who study your doctrine and exploit its patterns.
E. SokolovHow to design wargames that stress-test the decision gaps created when key actors are unavailable, incapacitated, or simply out of the loop.
E. SokolovMost wargames treat time as a neutral backdrop. Here's how to design scenarios where deadlines are uncertain, compressed, or actively manipulated by adversaries.
E. SokolovHow to design wargames that extract tacit knowledge from subject-matter experts before it disappears into the fog of play.
E. SokolovHow to design wargames that systematically corrupt, delay, and contradict player intelligence so tail events can surface before they happen in reality.
E. SokolovMost wargames never break because hidden stabilizing assumptions prevent it. Here's how to find and remove them before the real world does.
E. SokolovHow to design wargame roles and adjudication rules that turn deep subject-matter expertise into a liability, surfacing the blind spots experts can't see.
E. SokolovMost red teams are unconsciously rigged to fail. Here's how to design adversarial roles that actually threaten your Blue Cell assumptions.
E. SokolovHow to design wargames that surface the gap between an institution's mental model and reality, before that lag triggers a catastrophic failure.
E. SokolovMost wargames fail not because players make wrong decisions, but because they never articulate the assumptions driving those decisions. Here's how to fix that.
E. SokolovHow to design wargames that force players to engage with the options, threats, and outcomes they've already decided are impossible.
E. SokolovMost wargames lock players into historical doctrine. Here's how to design for the moment an actor stops following the script.
E. SokolovMost wargames model systems in isolation. Here's how to design exercises that surface cascade failures before they happen in the real world.
E. SokolovLearn how to build wargame mechanics that expose the hidden cost of overconfident intelligence estimates before they fail in the real world.
E. SokolovHow umpire bias and poor adjudication design can kill anomaly detection in wargames before it starts.
E. SokolovLearn to design wargame roles that surface overlooked risks through players who predict correctly but lack institutional credibility.
E. SokolovHow Lt. General Paul Van Riper's unconventional tactics in MC02 exposed critical blind spots in military wargaming assumptions.
E. SokolovWhy most wargames fail to surface the events that matter, and what design choices change that.
E. Sokolov