White House Staff

Dana Power
Assistant to the President for Communications

Dennis Athey
Assistant to the President and Chief of Staff

Dan O'Sullivan

Deputy Chief of Staff, Assistant to the President and Senior Advisor to the President

Mary Nemeth
Assistant to the President for Speechwriting and Policy Advisor

Ed Petzold
Assistant to the President and Deputy Chief of Staff

Drew O'Brien
Assistant to the President and Staff Secretary

Judith Kanheman

Assistant to the President and White House Press Secretary

Karen Lawn
Assistant to the President and White House Counsel

Marcia Mandi
Assistant to the President for Legislative Affairs

Colleen Ryan

Deputy Assistant to the President and Chief of Staff to the First Lady

Sonny Yocius
Deputy Assistant to the President and Deputy Press Secretary

Helen Doster
Deputy Assistant to the President for Communications

Eric Corbin
Deputy Assistant to the President, Assistant to the Vice President

Chris Varga
Deputy Assistant to the President for Legislative Affairs

Matt Flaig
Assistant to the Vice President and Chief of Staff

Salvatore Lawless

Deputy Assistant to the President and Deputy Counsel

Brett Newbanks
Deputy Assistant to the President for Domestic Policy

Tom Wadsworth
Deputy Assistant to the President and Director of Public Liaison

Background Sheets
Gameplay and Theory
Who's Who
Overview
Details
Political Background
Legal Background

Links
The West Wing
The Real Whitehouse

Position Description

What to read

1) POTUS, VPOTUS, FLOTUS Biographies
2) The Main Page
3) Your Character
4) Anyone linked to your character
5) Background Sheets (bar to left, below characters)
           
Gameplay and Theory
            Who's Who

            Overview
            Details
6) Background relevant to your area of expertise
            Political – Legislative
            Political – Electoral
            Legal
            PR
7) Hints and Special briefing you get at runtime

What you will get:

Before the game:
You will get a White House Staff biography which tells you the important characteristics of your character. Note that we are not providing characterization notes other than those that may be implicit in the biography – a few words like "sober" or "flamboyant." Most of the staff are presumed to behave like professional people, and be able to bite down on excessive emotion. On the other hand, you are free to, and encouraged, to come up with behaviors, personality, and idiosyncrasies for your character based on the bare facts of your background.

Most of the information in game is public, including most of your friends and allies. You work with these people, and their habits, preferences, and prejudices are known to you. It is assumed you will read the biographies of the other people you link to, at least, if not the whole staff.

At the game:
At the game you will get a bulleted briefing list that is about a quarter to one half page. You may also get a script or some supplementary document. This is additional information you need to know – any secret preferences or deals, and any information points.

Level of Detail:
Don't be scared by references to various Political Affairs that are nowhere explained.
You will not need to know much level of detail. Do remember buzzword names like PAFTA. However, we will not develop any information in game about the details of major pieces of legislation or foreign policy. They are "things" to be negotiated on, or to force decisions, but everyone understands them, and they are not subjects for debate. For example in discussing PAFTA, the possibility may be put on the table of "making some concessions that the POTUS doesn't want to make." Understand that's a bad thing and a concession for the administration, but we aren't going to get into the details of what those concessions are. They are concessions, and the President doesn't want to make concessions. We may talk about "big concessions" or "little concessions," but we aren't going to go into detail on what those things are. As the game progresses, they may get names "strike out the language about Port administration" but that's just for color. Don't get into trying to argue the details of Port administration. Nobody at this level knows or cares, that's for the legislative wonks to handle. At this level, it's a poker chip. The experts on these things have talking points about what the concessions are or aren't and who does or doesn't want them.

Area of Expertise:
You may have an area of expertise – Political, Legal, or PR. You should read the background sheet for that Area of Expertise.

Political

Legislative – your expertise is Legislative, and is mostly focused on the President's current agenda and plans
Electoral – your expertise is on the President's popularity and the political process necessary to carry the 2012 election

Legal – you understand the legal ramifications of the situation

PR – you understand the Public relations ramifications of the situation, and have an understanding of the Press, Public Opinion, and "spin."

Character Importance:

It's very easy to read the character list and get disappointed. "I'm only the Deputy this or that…" First bear in mind that these people are very important. When a "Deputy" OMB staffer says "jump" the rest of Washington says "how high." Still that's not a lot of consolation in game terms for playing a "number two" character.

But the real breakdown is this. The Chief tends to make policy, but the Deputy does almost all the implementation.

In game terms, the breakdown is that the Chief tends to be the person asking questions, and the Deputy tends to be the person supplying information and answers. So Chiefs start out with very little information. They have an overview of the situation, but for options and plans of action, they will have asked their Deputy to come up with suggestions. If there are multiple Deputies they may have different ideas.

One exception is the Deputy Chief of Staff, Special Advisor to the President. Like Karl Rove, this person is a department head in their own right, ranking with the Chief of Communications, etc. They run the Office of Strategic Initiatives, and report directly to the President, not through the Office of the Chief of Staff.

The Staff Secretary is also special. Though attached to the Office of Chief of Staff, the Secretary's job is to keep track of who said what, and keep everyone on track. Even the Chief of Staff should defer to the Staff Secretary in this regard – that's what he's paying him for.

The GM will provide input as the The Deputy Staff Secretary, who acts as "timekeeper" for the Staff Secretary, but is not senior enough to voice policy opinions. Occasionally, the Deputy Staff Secretary may clarify matters from records of previous meetings, or give summaries on precdence (i.e. this is a way for the GM to give information without breaking the flow of the game)

Resolution of the game:

The Object: If everyone sits down and coldly calculates what is "best for the President," the game would go very quickly. But everyone has factional points of view that color the course of action they want to see taken.

Playing your Rivalries: If you get a 'good' outcome for the Administration, but achieve it without being seen as a key player on your "side" that's not good. It's funny that this confuses people in a game, but we play it all the time at work. It's no good if your company is doing great, but they want to fire you because they don't think you're doing a good job. Obviously that isn't to say you shouldn't be selfless and give ground in the interest of the common good. But if you allow yourself to be walked on totally you weaken your future position at the office. Remember most of you are looking at a future political career, and going down with the Kent Administration is not your idea of the end of your career. Deputies of even a failed administration may become important in a later one (two of Nixon's top Staff serve in the Bush administration – Rumsfeld and Cheney), if they personally are seen as effective, beyond reproach, and contradictorily, loyal.

Scoring: There is no "win/loss" in this game. The game ends when the staff reaches a solution and agrees on it.

Technically what happens immediately after that is that Dennis Athey the Chief of Staff will call Michael Walker the Deputy Chief of Staff on Air Force One, while Judith Kanheman, the Press Secretary calls Denise Gainey - Deputy Assistant to the President and Deputy Press Secretary on Air Force one, and briefs them on what to do when the President lands. Dana Power will decide whether or not to convene a special Press briefing in the White House Press Room, and Judith Kanheman will make a final decision on what is going to be said if there is a briefing.

The briefings themselves do not fall into the scope of the game. The game ends with making a firm decision on what tack to take.


Structure of the Game:

The game runs from an agenda typed up by the Chief of Staff. The Assistant to the President and Staff Secretary will furnish the basic briefing and help to keep the meeting on course.

0:00 min - Brief everyone on the overall situation. Assistant to the President and Staff

00:15 min - Coffee, give everyone time to digest, talk to the other people in their department

00:30 min - Call back to order. Get a summary from each Office or Department

White House Legal Counsel
Office of the Chief of Staff
Office of the Press Secretary
Office for Strategic Initiatives
Office of the Vice President
Office of Communications
Office of Legislative Affairs
Office of the First Lady

This means that each Office should get about five minutes to report, which with various foot dragging will take about an hour and a half. The Office of Chief of Staff should get a little longer because there are more people. Each Chief should query all their Deputies and mostly the Deputies will be delivering these reports. The Staff Secretary has the job of making sure everybody gets called on in turn. There can be some cross questioning, but it needs to be kept to a minimum

2:00 hrs - Coffee Break for everyone to think and discuss. The Chief of Staff isn't goofing off in calling a break. There are going to be things at this point that need to be discussed that can't be discussed in formal meeting, because notes are kept. This will be a longish break.

2:30 hrs – from here the discussion can be relatively freeform. The Coffee Break can be shortened if things are woefully behind schedule.

3:30 – begin a round of the table for final recommendations

3:50 – Chief of Staff, Press Secretary and Communications Director summarize final decisions

4:00 – Game ends as principals go to contact their opposite numbers on Air Force One.