How to Give a Campaign Briefing by Brian Ross "Players get a better sense of involvement if they all have an individual folder with briefing notes about the general strategic situation and their individual command." When Jeff Williams made that comment in his article in the last issue of the Gauntlet what he did not do was give very much in the way of suggestions on how to actually provide all the information which a player requires in a campaign. Well, there is a way to do it and its the same way in which the military themselves do it. They make use of a methodology based around the acronym (the military just loves acronyms, doesn't it?) SMEAC. SMEAC stands for: Situation Mission Execution Administration & Logistics Command & Signals Essentially it is a standardised way of conduction a briefing or providing a set of orders so that the same information is relayed to all commanders. I'll outline a little more fully the information which should be supplied under each heading. Situation: The umpire should supply the "How" and the "Why" of the campaign. In other words the scenario. Set out for the players how the present situation has developed and why it is necessary for the operation to take place. It can be as detailed or as sketchy as the umpire desires. However it should set the mood and help the players to understand the mindset of the side they are playing on. It is here the umpire can be creative and make use of the knowledge that he/she should have with regards to the historical events that is being recreated. He/she can also let some of the language of the period/nationality seep in (in otherwords if they use ritual/rhetorical language, then use it to add just that little bit extra). Items which should also be mentioned at this point are the identity (if known) of the enemy forces and their commanders, their morale, their equipment and their situation. Also should be described the terrain, the climate and any special features which should be noted by the players. In addition the umpire should also mention any friendly forces not under the command of the player which are also operating in the area. In other words a general intelligence report. Mission: It is at this point that the umpire states clearly and precisely what the objectives are that the player must achieve in order to gain a victory. Execution: Here the umpire can set out any restrictions that he/she has placed on how the players are to achieve their objective or he/she can simply declare instead: "At the players' discretion." Admin.& Log.: At this point the umpire can set out the forces that the players have under their command. He/she can also detail any alterations, additions or subtractions to the ORBAT (ORder of BATtle) which has been provided to the player, such as what units are in support, whether or not the player has air cover and other things like that. In addition the umpire should talk about the quality, quantity, type and location of the logistic support the units are to rely upon. This can include the quantities of ammunition (if restrictions are to be placed on it), the sources of food for the troops and so on. The umpire can be as detailed or as sketchy as he/she desires. Command & Sigs.: In this section the umpire should set out any special methods and types of commands and signals which the players will make use of. He/she can also set out any special command words with special significance that the player should be aware of which might signal special events. If potential campaign umpires follow these simple rules they cannot, in my opinion, go wrong with regards to what constitutes an adequate briefing. No player will lack the information to make them able to complain (in a plaintive voice), "but you never told me that!!!!"