Werewolf How To And Why
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How to play Werewolf -- and WHY to play Werewolf!

How to play Werewolf -- and WHY to play Werewolf!

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  • Jane explains the history of the game, and her history with the game

Werewolf How To And Why Presentation Transcript

  • 1. Werewolf Werewolf A mind game of collective intelligence , ad hoc collaboration , and trust
  • 2. In the beginning
  • 3. Roles are assigned
  • 4. And then...
  • 5. Night Falls
    • Werewolves kill a villager
    • The Seer tries to find a werewolf
    • The Healer tries to protect an endangered villager
    • Everyone makes noise
  • 6. Day Breaks
    • The victim is announced
    • Everyone investigates
    • Nominations are made, + debate and defense
    • Justice is exacted – and the village gets smaller…
  • 7. Night Falls Again
  • 8. GAME OVER? All Werewolves are Dead or Werewolves and Villagers are equal in Number
  • 9. Reveal vs. No Reveal
  • 10.
    • Night
    • Werewolves select a victim
    • Seer finds out if someone is a werewolf
    • Healer protects someone
    • Day
    • Victim is revealed
    • Investigation, interrogation, and debate
    • MOB JUSTICE
  • 11. If You Are Killed
    • Say nothing more – no dying gasps or final words!
    • Stay and watch-- it’s a great time to learn
    • Whisper your commentary to your fellow dead… Others are still playing the game!
  • 12. Strategies Remember: Anyone can say anything, and none of it is necessarily true Pay attention to non-verbal cues Pay attention to voting patterns Pretend to be a different role Develop multi-day/multi-night tactics Develop multi-game tactics
  • 13. Werewolf Werewolf So why are we playing this game? What skills are we developing?
  • 14. 10 Powers of Super - Collaboration
    • Mobbability Open Authorship
    • Influency Emergensight
    • Ping Quotient Longbroading
    • Multi-Capitalism Cooperation Radar
    • Protovation Signal/Noise Management
  • 15. Mobbability
    • the ability to perform real-time work in large groups
    • a talent for organizing and collaborating with many people simultaneously
  • 16. Influency
    • the ability to be persuasive in multiple social contexts and spaces
    • flexible, customizable rhetorical tactics
  • 17. Ping Quotient
    • measures your responsiveness to other people’s requests for engagement, your propensity and ability to reach out to others in a network
  • 18. Multi-Capitalism
    • fluency in working with and negotiating alternate capitals
    • natural, intellectual, social, financial, human, virtual, personal, e.g.
  • 19. Protovation
    • fearless experimentation in rapid, iterative cycles
    • understanding that failure is fun
  • 20. Open Authorship
    • ease and savvy in creating content for “open consumption” – through peer 2 peer circulation, citation, and modification
  • 21. Emergensight
    • ability to prepare for and handle the surprising results and complexity that occur at larger scales
  • 22. Longbroading
    • thinking in terms of higher level systems, massively multiple cycles, and a much bigger picture
  • 23. Cooperation Radar
    • the ability to sense, almost intuitively, who would make the best collaborators on a particular task
  • 24. Signal/Noise Management
    • filtering meaningful info, patterns, and commonalities from massively-multiple streams of data
  • 25. 10 Powers of Super - Collaboration
    • Mobbability Open Authorship
    • Influency Emergensight
    • Ping Quotient Longbroading
    • Multi-Capitalism Cooperation Radar
    • Protovation Signal/Noise Management