Storytelling needs to be practiced, just like flying or marksmanship

Monday, September 11th, 2023

Ian Strebel and Matt McKenzie are intelligence officers in the United States Army and Navy, respectively, who have found that creating a compelling narrative takes practice, which traditional military training does not provide:

This can be a big problem for military intelligence professionals — they are trained to deliver intelligence, not to tell stories, so the stories that commanders tell themselves win out. Despite studies showing people are far more likely to remember stories than statistics, the military trains new intelligence professionals to brief intelligence through rote memorization and presentation of information. Neither of us ever received formal training in how to present information and intelligence as a story. This breeds uncreative military intelligence professionals concerned more with being “right” or having all the facts than whether their information is absorbed. Often, when information is presented in this manner, without context, commanders don’t remember what is important or, more importantly, why something is important.

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Militaries have used wargames to train ever since Lieutenant Georg Heinrich Rudolf Johann von Reisswitz introduced the concept to an initially skeptical Prussian General Staff in the early nineteenth century. Very simply, a traditional wargame is a board game that simulates some aspects of military combat. The popular game of Risk is a very simple wargame, while chess can be considered as one of the oldest. Wargames can be successful mediums for training, in part, because the narrative holds players responsible for their actions and emotionally attaches them to the game’s results. Tabletop role-playing games are just the modern evolution of the classic wargame.

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Tabletop role-playing games are unique from traditional wargames because the collaborative nature of the game means that almost anything can happen. The rules of these games only help structure the narrative and determine the consequences of actions. Players are free, even encouraged, to try anything they can imagine within the limits of that narrative. Most tabletop role-playing games have several rulebooks, but, as with military doctrine, the rules do not and cannot account for every eventuality. Instead, games such as Dungeons & Dragons rely on players’ creativity and flexibility to develop and adapt rules as they go. One of the most essential aspects of such games is the application of chance, usually employed by rolling various-sided polyhedral dice, which encourages out-of-the-box thinking for players and Dungeon Masters, especially in the face of catastrophic failure or, just as critical, catastrophic success.

These rules, when applied to wargames, can make them better — we have firsthand experience with this. Ian acted as an observer during a 2023 joint wargame using the Marine Corps’ Operational Wargame System. During the wargame, an experienced aviator wrestled with the decision of whether to use an exquisite munition to attack a threat reconnaissance drone or let the drone continue unimpeded. Recalling recent footage showing a Russian fighter jet dumping fuel on a U.S. surveillance drone, which downed the MQ-9 into the Black Sea, the aviator said he’d do the same. The wargame moderator said it was a “nice try” but that the move was outside the rules. If, instead, they’d abided by tabletop role-playing game rules, the aviator and moderator would play out the situation. Most likely, the moderator or Dungeon Master would determine, on the fly, the probability of the move’s success based on the game-defined attributes of the two aircraft and ask the aviator to roll a die. The Dungeon Master would use the die results to determine success or failure.

An experienced Dungeon Master might further adjudicate the results by applying a range of outcomes based on the die roll. For example, on a twenty-sided die, a roll of a “1” (critical failure) might result in the loss of the friendly aircraft with no damage to the drone, while a roll of “20” (critical success) might down the drone with minimal fuel loss and allow recovery of the drone sensor equipment. Rolls in between could result in varying degrees and combinations of damage and fuel loss to both the friendly aircraft and drone, as deemed reasonable by the Dungeon Master. Simultaneously, the Dungeon Master would determine the enemy’s reaction to this unanticipated event, both tactically and strategically, as well as the opposing force’s long-term adaptation to this move.

This is not so different from a military intelligence professional’s job: think like the enemy, understand their capabilities, develop possible scenarios, and then play the adversary as operators run through their plans. As previously discussed, while service intelligence schools generally teach presenting just a few courses of action, in a real conflict, there are infinite threat scenarios. Modern intelligence professionals must be flexible, responsive, and creative, in both planning and ad hoc operations. The problem is, short of an actual conflict, there are practically no opportunities for these personnel to practice working in a wide-open world — this is where tabletop role-playing games could prove valuable. As Dungeon Masters, military intelligence professionals can build worlds and scenarios and act as the enemy, or red, force. Most importantly, they will learn to respond spontaneously to unexpected player actions — regardless of whether those actions are incredibly clever or incredibly stupid.

In the Netflix series The Diplomat, Keri Russell succinctly described the problem of intelligence storytelling in three short sentences: “Intelligence is a story. A story based on incomplete facts. Life or death decisions turn on whether people buy the story.”

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Dr. James Fielder explained that when games are designed correctly, a synthetic environment is created that becomes real to the players. In such an environment, the learning becomes real even if the risk is not — at least not yet. This is the challenge for both Dungeon Masters and military intelligence professionals. Telling a compelling story that enables others to envision combat environments and the threats within them accurately can be the difference between success and failure.

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Storytelling needs to be practiced, just like flying or marksmanship. Pilots can safely make mistakes in simulators or with instructors in the cockpit. Shooters can miss targets on a range until they understand the weapon firing process. Similarly, Dungeons & Dragons provides intelligence personnel the opportunity to practice storytelling with the ability to make and learn from mistakes. After all, if a dragon kills a party of adventurers because the Dungeon Master wasn’t clear, they can simply try again. There are no second chances when giving an operational intelligence briefing before a strike mission.

Wargaming has seen a resurgence in professional military education, something we wholeheartedly support; games make learning fun, effective, and memorable. But integrating games into this education isn’t enough. The armed services only send a military intelligence professional to formal training a few times over a long military career. Comparatively, tabletop role-playing games can provide regular practice for the skills needed in exercises, wargaming, and the real world. After all, as James Sterrett, chief of the Simulation Education Division at the U.S. Army Command and General Staff College, said, “Experience is a great teacher and well-designed games can deliver experiences that are tailored to drive home learning.”

They make a better argument for a “free” Kriegsspiel or a Braunstein Game than for D&D, but the basic argument is sound.

Comments

  1. Freddo says:

    I can highly recommend https://boardgamegeek.com/boardgame/127518/distant-plain from the COIN series of games by Volko Ruhnke.

  2. Michael van der Riet says:

    Narratives: This is all very interesting, while simultaneously being very vague. They started telling a story then took cover in a thicket of meaningless generalities. Why not simply give an example of the compelling narrative that they propose? But then the authors are members of the oxymoronic military intelligence. What did we expect.

  3. Freddo says:

    As intelligence officers it would be a bridge too far to write down that the current top brass and political leadership cannot handle the truth, both in a there-would-be-no-math/history sense, as well as Jack Nicholson in A Few Good Men. So the preferred policy gets packaged in fresh fertilizer garnished with a few convenient facts.

    (Not restricted to the West. No doubt Putin was promised a May 1st victory parade too.)

  4. McChuck says:

    I have, unfortunately, a bit too much experience at this topic. Military intelligence officers are college graduates. Have you seen what quality of people universities have produced over the last 30 years? The average MI officer is slightly more intelligent than average, but that isn’t saying much. And most Army officers serving in an MI role aren’t MI branch – they’re seconded infantry or armor officers, who have no training, interest or talent in the field, when they’re not actively hostile to the entire concept.

    In Iraq (2004), the MI officer for the unit I supported spent 8 hours a day playing ping pong. I’m neither kidding nor exaggerating. We, an independent team of four (plus the ‘terp), organized and conducted the intelligence gathering for a quarter of the land are of Iraq. On a budget I had to fund out of pocket, because despite the billions being tossed around, there was no money allocated for intelligence operations. Even posted bounties had no funding behind them! That’s the ‘quality’ of the MI officer profession.

  5. My Name Is Eli says:

    For sure a strong case for installing “trained” “story tellers” in the MI shed to ensure the Generals act on the “correct” story. The Soviet Union had a name for these folks and installed them everywhere — for the safety of the Homeland, of course.

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