Diplomacy and War
De-Briefing Paper
Risk Reserve Readings on strategy:http://www.home.earthlink.net/~selgart/smith/risk.html
Risk (Hasbro) directions: http://www.hasbro.com/risk/original/index.html
This simulation utilizes
Parker Brothers’ 1959 board game Risk to highlight various aspects of military
strategy and international relations more generally. It is based on a map of the world in the
1880s. While obviously a degree of luck
is involved with the rolling of dice (as in war itself), much of the game is
predicated on strategies employed by the individual players and the constraints
of the system that they establish. The
assignment will help you gain a better understanding of some fundamental
theories and concepts within international relations, especially the
connections between theories of security and cooperation. That is, this game is as much about diplomacy
as it is about outright military conquest.
It will also serve as the basis for your 6 to 7-paged, typed de-briefing
paper. Per the syllabus this represents
10% of your final grade and is due both in class as a hard copy and as submitted
online through the www.turnitin.com website.
Think
about your course readings and our discussions in class as you play the game
and, subsequently, prepare your paper.
As you develop your own experiences as a “practitioner” in international
politics, analyze the relative significance of some core concepts from class,
i.e. realism and power, liberalism and cooperation, general decision-making
determinants, balance of power, collective security, the causes of war, the
security dilemma, deterrence, and regime theory. Some specific questions to keep in mind
include:
What did you interpret the goal of the game to
be?
What objectives, both general and specific, did
you have?
What strategies did you apply?
What caused conflict in the game?
What fostered cooperation?
Did your game resemble any historical events or
even current events?
How did the rules of the game dictate play?
Like all models, this
simulation is not a perfect representation of world affairs. Some aspects of international relations are
sacrificed in order to examine security issues.
What is left out in this model?
Does this limit the explanatory power of the exercise? How might you compensate for this
deficiency? Also, at any time, you may
change the rules of the game if you wish.
This is only possible, though, if all members of the simulation agree to
the change. If you do change the rules,
remember to consider the impact in your de-briefing papers.
As
you play the game, I encourage you to take one or two breaks to jot down notes
that relate to the questions above.
Treat these as timeouts or a half-time period of sorts where you can
collect your thoughts. At the close of
class today, your group must exchange email addresses and agree on the next
meeting period to begin your simulation.
Please note actually playing this game will likely take 3 or 4 hours. The
game will be on 24-hour reserve at the Olin Library.
Grades
on your de-briefing paper will be based upon the ability to integrate the core
concepts mentioned above, critical analysis of these concepts, creativity, and
general writing mechanics. The A de-briefing paper meets all four criteria
below, the B only three, etc. These
criteria are:
1.
Well-organized,
stylistically effective, and mechanically sound (see Strunk
and White’s The Elements of Style).
2.
Outlines
the core concepts of international security discussed above as they relate to
your particular simulation.
3.
Strong
critical analysis of these core concepts, i.e. when does one particular concept
better explain an event than another and why?
4.
Shows
imagination and creativity in individual insights.