Werewolf How To And Why

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    Notes on slide 1

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

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    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
      • 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
    10. 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!
    11. 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
    12. Werewolf Werewolf So why are we playing this game? What skills are we developing?
    13. 10 Powers of Super - Collaboration
      • Mobbability Open Authorship
      • Influency Emergensight
      • Ping Quotient Longbroading
      • Multi-Capitalism Cooperation Radar
      • Protovation Signal/Noise Management
    14. Mobbability
      • the ability to perform real-time work in large groups
      • a talent for organizing and collaborating with many people simultaneously
    15. Influency
      • the ability to be persuasive in multiple social contexts and spaces
      • flexible, customizable rhetorical tactics
    16. Ping Quotient
      • measures your responsiveness to other people’s requests for engagement, your propensity and ability to reach out to others in a network
    17. Multi-Capitalism
      • fluency in working with and negotiating alternate capitals
      • natural, intellectual, social, financial, human, virtual, personal, e.g.
    18. Protovation
      • fearless experimentation in rapid, iterative cycles
      • understanding that failure is fun
    19. Open Authorship
      • ease and savvy in creating content for “open consumption” – through peer 2 peer circulation, citation, and modification
    20. Emergensight
      • ability to prepare for and handle the surprising results and complexity that occur at larger scales
    21. Longbroading
      • thinking in terms of higher level systems, massively multiple cycles, and a much bigger picture
    22. Cooperation Radar
      • the ability to sense, almost intuitively, who would make the best collaborators on a particular task
    23. Signal/Noise Management
      • filtering meaningful info, patterns, and commonalities from massively-multiple streams of data
    24. 10 Powers of Super - Collaboration
      • Mobbability Open Authorship
      • Influency Emergensight
      • Ping Quotient Longbroading
      • Multi-Capitalism Cooperation Radar
      • Protovation Signal/Noise Management

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

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