Japanese and PRC seapower. Naval policies and doctrines. Industrial base, geographical situation, technological capability, national tradition, and political resolve. Naval platforms and systems of JMSDF and PLAN. Future flashpoints
"Global Hot Spots -- Update 2005" National Security Lecture
Description:
Common causes of conflict - population, culture, resources, economics. Impact of technology. Future warfare. A review of the world to see where trouble exists today, and to project where it might start tomorrow.
Why seapower is important, which nations value it, and which are good at it. How it is achieved. Tools of naval power - ships, aircraft, subs, marines, logistics, and other assets.
"Submarine and Anti-Submarine Warfare - Update 2005" National Security Lecture
Description:
The various types of submarines and their missions. Submarine and anti-submarine doctrine, platforms, sensors, weapons and tactics. Presented by a veteran submariner and an ASW coordinator.
Mr. Ross Maker explains that prior to the seven weeks' war, there were two major German powers. After it ended, Austria was on the outside looking in. Count Bismark's triumph will be explained from both the historical and gaming perspectives.
Adaptive GMing - "You said you want to talk to the trees?!"
Description:
Have you ever had your players throw you the ultimate curveball? You are not alone. Learn how to be an adaptive GM. See how to balance all your hard work with allowing for just about anything. From setting up the campaign to on-the-fly rules. The talk is centered around d20, but the ideas can apply anywhere.
Learn from the experts how to craft data files for Army Builder 3. This seminar assumes familiarity with writing AB data files and focuses on how to leverage the power and flexibility of AB3. Participants are encouraged to bring their laptops and specific "how to" questions.
Arneson and Bledsaw Revist the Early Days of Roleplaying
Description:
Dave Arneson and Robert Bledsaw will tell how Dungeons and Dragons grew in popularity, how they began designing D & D adventures, how others were hired to help speed up new adventures, how they tested them, and problems they found and solved.
Our panelists dig deep into the intricacies of board and card games. What makes a good card game, what does it take to publish it, and how do you adapt it to its subject -- or vice versa?
Before there was Dungeons and Dragons, there was Greyhawk. Before there was Greyhawk there was Blackmoor. Before there was Blackmoor, there was.....Braunstein? The game before the games before The Game...Major Wesely will tell you how he invented D & D (and how he did not). An excursion into the beginning of roleplaying games, with handouts so you can try it yourself.