TEACHINGWARGAMING
FREE EDUCATIONAL RESOURCE Selected viewing / Georgetown University Wargaming Society (GUWS) + Pete Pellegrino’s Table Top History

FIELD NOTES / SELECTED VIEWING

Watch with a
design question.

Choose a design question, then explore it through a talk or lecture.

Eleven talks from Georgetown University Wargaming Society and six lectures from Pete Pellegrino’s Table Top History.

Browse by game element.

Tags connect each recording to parts of a game’s design. Database, for example, points to questions about the evidence and data a model uses.

17 selected recordings

Selection basis: publisher descriptions and speaker biographies, with selected automatic-transcript excerpts reviewed for the four additions below. Review notes appear on those cards. Full recordings have not been screened. Questions and element tags are Teaching Wargaming’s guidance.

01 / GEORGETOWN UNIVERSITY WARGAMING SOCIETY

Perspectives on the craft

Explore the full GUWS channel ↗
01 ObjectivesWhat the game is meant to achieve.Framework: Peter Perla and colleagues

Simplifying Large Scale Conflicts

01 Objectives04 Models05 Rules and procedures

Reduce scope: choose the decisions your game must preserve, then work backward from the available playing time.

Suggested excerpts
4:14–9:21: Choose a focus
17:30–19:30: Plan around playing time

A question for your design

Which decision must your prototype preserve, and how long does one turn take?

Recording: Georgetown University Wargaming Society. Selected automatic-transcript excerpts reviewed; full recording not screened.

05 Rules and proceduresWhat players can do and how actions resolve.Framework: Peter Perla and colleagues

The curse of the perfect prototype: how to move from idea to the table?

05 Rules and procedures07 Participants08 Analysis

Test a rough prototype: use experienced designers to find mechanical weaknesses and beginners to test whether the rules are easy to learn.

Suggested excerpts
33:01–36:22: Test before polishing

A question for your design

Which rule can someone test now, and what will you record before revising it?

Recording: Georgetown University Wargaming Society. Selected automatic-transcript excerpts reviewed; full recording not screened.

06 InfrastructureThe tools and materials needed to play.Framework: Peter Perla and colleagues

Wargame Graphic Design

06 Infrastructure07 Participants10 Audience

Make components readable: consider type, color, information density and the physical table when designing boards, counters and cards.

Suggested excerpts
11:30–15:06: Check readability in print
45:46–49:44: Design usable components

A question for your design

Print one component at actual size. Can another player read and interpret it across the table?

Recording: Georgetown University Wargaming Society. Selected automatic-transcript excerpts reviewed; full recording not screened.

05 Rules and proceduresWhat players can do and how actions resolve.Framework: Peter Perla and colleagues

Cards in Wargames

02 Scenario05 Rules and procedures06 Infrastructure

Design useful cards: compare cards with counters and player aids, and consider how event cards introduce rule exceptions when players need them.

Suggested excerpts
6:31–15:09: Choose what belongs on a card

A question for your design

When does your card apply, what does it change, and which decision follows?

Recording: Georgetown University Wargaming Society. Selected automatic-transcript excerpts reviewed; full recording not screened.

01 ObjectivesWhat the game is meant to achieve.Framework: Peter Perla and colleagues

The Craft of Wargaming: Best Practices for Defense Wargaming

01 Objectives04 Models05 Rules and procedures

A discussion of defense-wargaming design practice.

A question for your design

Choose one design assumption. What evidence would persuade you to revise it?

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

02 ScenarioThe situation and setting players face.Framework: Peter Perla and colleagues

Scenario Design, or How I ruined my perfect wargame with a sloppy scenario

02 Scenario01 Objectives

An objective-led approach to constructing a scenario.

A question for your design

Could a player win by exploiting a gap in your scenario rather than facing its intended decision?

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

07 ParticipantsWho takes part and the roles they hold.Framework: Peter Perla and colleagues

Players and Users: Wargaming as a User Experience (UX) Design Problem

07 Participants10 Audience05 Rules and procedures

A user-experience perspective on designing for players.

A question for your design

Give someone your setup sheet. Where do they need an explanation?

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

06 InfrastructureThe tools and materials needed to play.Framework: Peter Perla and colleagues

Learn VASSAL

06 Infrastructure

An introduction to the VASSAL digital tabletop tool.

A question for your design

Which task would a screen make easier? Test whether paper already handles it well.

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

08 AnalysisHow play is examined to draw conclusions.Framework: Peter Perla and colleagues

Communicating Uncertainty in Wargame Outcomes

08 Analysis01 Objectives

A talk about explaining uncertainty when reporting game outcomes.

A question for your design

Write one finding from a playtest. What does your evidence allow you to claim?

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

05 Rules and proceduresWhat players can do and how actions resolve.Framework: Peter Perla and colleagues

The Tyranny of Binaries: how wargame rules build narratives

05 Rules and procedures09 Culture and environment04 Models

An examination of how rules shape a game’s narrative.

A question for your design

Find a yes/no rule. What does it leave out, and whose perspective does it represent?

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

04 ModelsHow the game represents the real world.Framework: Peter Perla and colleagues

Wargaming AI—Representing AI-Enabled Military Systems in Games

04 Models06 Infrastructure

Representing AI-enabled systems within a wargame.

AI-enabled systems are the subject of this talk. AI acting as a player or referee is a separate design question.

A question for your design

Separate the system being modeled from the person making a decision. Where would an AI player fit?

Recording hosted by Georgetown University Wargaming Society. Speaker credited above.

02 / PETE PELLEGRINO · TABLE TOP HISTORY

Work through a design problem

Explore Pete’s full design series ↗
01 ObjectivesWhat the game is meant to achieve.Framework: Peter Perla and colleagues

Game Design Intro

01 Objectives10 Audience

An introduction to wargaming purposes and design concepts.

A question for your design

What should your intended players understand after playing?

Presented by Pete Pellegrino. Selected from his Table Top History design series.

Pete’s series and descriptions ↗
01 ObjectivesWhat the game is meant to achieve.Framework: Peter Perla and colleagues

Problem Statements

01 Objectives

Connects the design problem with a game’s purpose and objectives.

A question for your design

What question will your game help players examine?

Presented by Pete Pellegrino. Selected from his Table Top History design series.

Pete’s series and descriptions ↗
04 ModelsHow the game represents the real world.Framework: Peter Perla and colleagues

Modeling in Games

04 Models03 Database

Examines representations in games, including spreadsheet models.

A question for your design

List an input, its source and its uncertainty. How would changing it affect the result?

Presented by Pete Pellegrino. Selected from his Table Top History design series.

Pete’s series and descriptions ↗
02 ScenarioThe situation and setting players face.Framework: Peter Perla and colleagues

What the Puck

02 Scenario04 Models06 Infrastructure

Covers scenario development and the choice of game pieces.

A question for your design

What does each counter represent? What important difference would two identical counters conceal?

Presented by Pete Pellegrino. Selected from his Table Top History design series.

Pete’s series and descriptions ↗
05 Rules and proceduresWhat players can do and how actions resolve.Framework: Peter Perla and colleagues

Adjudication

05 Rules and procedures08 Analysis

Discusses choices involved in determining game outcomes.

A question for your design

Give two readers the same action and die roll. Can each reach the same result from your rule?

Presented by Pete Pellegrino. Selected from his Table Top History design series.

Pete’s series and descriptions ↗
10 AudienceWho the game and its findings are for.Framework: Peter Perla and colleagues

Visual Communication

10 Audience06 Infrastructure

Presentation-design techniques for briefing and reporting.

A question for your design

Show your turn sequence to a new player. Can they locate the next action without help?

Presented by Pete Pellegrino. Selected from his Table Top History design series.

Pete’s series and descriptions ↗

BACK AT YOUR TABLE

Try one change. Record what happens.

Write the idea in your own words. Test it with a player who has not designed your game. Record what changed and whether you would keep the change.

Explore the ten elements (Peter Perla) →

Pete also shares lecture slides and spreadsheet examples. Follow the creator’s instructions and terms on the source site.

Framework, credits and review limits

Ten-element framework: Peter Perla, Weuve, Markowitz et al., Wargame Pathologies (CNA, 2004). Our questions and topic mappings are teaching adaptations. AI raises questions across all ten elements (Peter Perla).

Credit for the recordings belongs to their speakers, producers and hosts. Video thumbnails load from YouTube; selecting one opens the original recording. Recordings and slides remain on their creators’ sites. GUWS and Table Top History have not endorsed this independent selection. Educational use does not grant republication rights.

GUWS descriptions were reviewed through a research handoff. Selection reviewed 16 September 2026.