Uploaded May 2025 | Updated September 2026, 16 hours ago
In this interview, Slocke discusses his work as a Kriegsspiel umpire, focusing on his modern insurgency-themed campaign “The Trees Play Banjos.” The scenario imagines a fragmented America where military and militia factions clash in asymmetric warfare. Slocke explains his design philosophy, drawing on real-world doctrine like War of the Flea and public resources on asymmetric warfare, and adapts combat mechanics using Swense’s calculator and electronic warfare abstractions. He integrates player-driven objectives, modular terrain from USGS maps, and spectator-generated “social media” input to enrich the narrative. His play-by-post games include 30–40 players, co-umpires, and use real-time tools like Google Docs and Tabletop Simulator.
Slocke also shares his background—growing up on a historic farm in Pennsylvania, studying history formally, and developing a passion for military simulations through early wargames. His transition into umpiring began with James Live events and continued through beginner games, culminating in original scenario design. He emphasizes the importance of narrative consistency, human unpredictability, and encouraging co-umpires and spectators to participate actively. Future projects include alternate history settings like a 1946 post-surrender America and early U.S. wars. He concludes with insights on game management, time-blocking for turn resolution, and the creative satisfaction of umpiring as collaborative storytelling.
In this interview, Slocke discusses his work as a Kriegsspiel umpire, focusing on his modern insurgency-themed campaign “The Trees Play Banjos.” The scenario imagines a fragmented America where military and militia factions clash in asymmetric warfare. Slocke explains his design philosophy, drawing on real-world doctrine like War of the Flea and public resources on asymmetric warfare, and adapts combat mechanics using Swense’s calculator and electronic warfare abstractions. He integrates player-driven objectives, modular terrain from USGS maps, and spectator-generated “social media” input to enrich the narrative. His play-by-post games include 30–40 players, co-umpires, and use real-time tools like Google Docs and Tabletop Simulator.
Slocke also shares his background—growing up on a historic farm in Pennsylvania, studying history formally, and developing a passion for military simulations through early wargames. His transition into umpiring began with James Live events and continued through beginner games, culminating in original scenario design. He emphasizes the importance of narrative consistency, human unpredictability, and encouraging co-umpires and spectators to participate actively. Future projects include alternate history settings like a 1946 post-surrender America and early U.S. wars. He concludes with insights on game management, time-blocking for turn resolution, and the creative satisfaction of umpiring as collaborative storytelling.










