war game was proposed, Karber brought in a Harvard professor, Thomas Schelling, to help design a game testing out the various proposals and strategies listed above. Schelling told Weinberg shortly after accepting the position that he believed the senior government leaders were incredibly unprepared to deal with making important decisions, should one of the strategies realistically happen. Weinberg was willing to be the first senior National Security leader to participate in the United States wartime simulation game as long as Karber designed a secret way for him and the chairman of the Joint Chiefs to do so and as long as he designed the game to test the United States war plans and as a learning exercise and experience for the secretary. Weinberg worried that the "fishbowl effect", fear of public exposure and embarrassment, would disturb or distort the decisions made by players within the simulation. Another major concern that led to the confidentiality of this game involved the need to prevent a media leakage that could potentially disturb Soviet Union leaders or even leaders from allied countries. During the summer of 1983, the United States and Soviet Union's relations were not especially great so President Reagan and his administration had to be very careful of media coverage and avoid negative headlines that could be potentially misinterpreted or misconstrued. Schelling's previous wartime games like the crisis games at the Rand Corporation in the 1950s and at the U.S. National Security Council in the early 1960s incorporated the help from staffers from think tanks, the Pentagon, and the CIA while his new game was designed where only decision-makers like the secretary of defense and the chairman of the Joint Chiefs of Staff could play. Karber had ordered that a "Thucydidean Chronicler" independently observe the decision making on both sides of the game's spectrum; they would do so by wandering around the game and recording their impressions. The game Proud Prophet began on May 2, 1983, and began with a full day of simulation. The game was played in real-time at the National Defense University that focused on the mobilization and industrial preparedness. Actual top-secret war plans were incorporated as this game was the most realistic exercise involving nuclear weapons by the United States government during the cold war. The intense game involved the President of the United States or his stand-in to run through a procedural checklist with choices of prescribed