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THE PUBLISHING TRAP:
A BOARD GAME FOR EARLY CAREER
RESEARCHERS
Chris Morrison and Jane Secker
@cbowiemorrison @UKCopyrightLit @jsecker
DARTS Conference
24th-25th May 2018, Dartington Hall
copyrightliteracy.org
SECKER/ MORRISON QUIZ TIME!
“acquiring and demonstrating
the appropriate knowledge,
skills and behaviours to enable
the ethical creation and use of
copyright material.”
Secker and Morrison, 2016, p.211
COPYRIGHT LITERACY
Education
not training
Balance between
content and approach
Getting comfortable
with uncertainty
Avoiding binaries
?
WHAT DOES IT MEAN?
BACKGROUND
ACRL (2013) Study on the Intersections of Information
Literacy and Scholarly Communications identified 3
intersections:
• economics of the distribution of scholarship (including access
to scholarship, the changing nature of scholarly publishing,
and the education of students to be knowledgeable content
consumers and content creators);
• digital literacies (including teaching new technologies and
rights issues, and the emergence of multiple types of non-
textual content);
• our changing roles (including the imperative to contribute to
the building of new infrastructures for scholarship, and deep
involvement with creative approaches to teaching).
Issues associating with teaching copyright and licensing lie at
the heart of these intersections
TEACHING COPYRIGHT, LICENSING
AND SCHOLARLY COMMS
Complexity,
frustration and
confusion
Terminology
and processes
Didactic vs
experiential
Scenarios and
real life
problems
Value of active
learning and
games-based
learning
LESSONS FROM COPYRIGHT
THE CARD GAME
• Embodied cognition – knowledge
in your hand and head
• The value of playing in teams
and discussion
• Scenarios
• Avoiding binaries – right vs
wrong
The Hand, Frank R.
Wilson
THEPUBLISHINGTRAP:THE
CREATIVEPROCESS
2018Nov Feb May Aug Nov Feb May Aug Nov
Game based learning Leeds
Nov 23, 2015
Lagadathon at LILAC 2016 Dublin
Mar 22, 2016
Kent MA students
Mar 14, 2017
Licensing choices and
sharing the game CC-
BY-NC-ND
Nov 16, 2017
Available for download
from copyrightliteracy.org
Oct 20, 2017
Playtest with PLSIG in London
Nov 17, 2016
Wroclaw Summer 2017
Aug 23, 2017
Official launch Kent
Oct 16, 2017
9/4/2017
Input from Lisa Johstone Graphic
Design
2015
DEVELOPINGTHEGAME
INTRODUCING THE
PUBLISHING TRAP
MEET THE CHARACTERS
Mary the space scientist
Brian the microbiologistMisha the criminologist
Simon the Jane Austen expert
THE ACADEMIC GAME OF LIFE
LET’S PLAY….!
IMPACT TO DATE
• Downloads and hits on website:
• over 3,200 hits on website and 250 downloads to date*
• Who has played it
• mainly librarians rather than intended audience
(researchers)
• Worldwide interest
• UK, USA, Canada, Australia, New Zealand
• Europe including France, Germany, Sweden, Czech Republic,
Norway, Spain, Denmark
• Elsewhere: Japan, Singapore, Saudi Arabia and many more!
* as of 30 April 2018
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
“I found it a really engaging
way of understanding more
about the academic
publishing process and the
impact that copyright/IP has
on it.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
“I found it a really engaging
way of understanding more
about the academic
publishing process and the
impact that copyright/IP has
on it.”
“It provides a great entry
point to what can be a
complex area of scholarly
life. It is particularly good for
library staff working with
open access repositories.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
“I found it a really engaging
way of understanding more
about the academic
publishing process and the
impact that copyright/IP has
on it.”
“It provides a great entry
point to what can be a
complex area of scholarly
life. It is particularly good for
library staff working with
open access repositories.”
IMPROVEMENTS AND SUGGESTIONS
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
“Players wanted to do more with
the money, e.g. pay for a research
assistant or go to conferences or
additional training. Also, the
conflict between research and
teaching was not highlighted -
which is something a lot of
researchers do struggle with and
therefore work a lot overtime.”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
“Players wanted to do more with
the money, e.g. pay for a research
assistant or go to conferences or
additional training. Also, the
conflict between research and
teaching was not highlighted -
which is something a lot of
researchers do struggle with and
therefore work a lot overtime.”
“A choice of characters would
be great, especially if there was
a way to mix and match
characteristics.”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
“Players wanted to do more with
the money, e.g. pay for a research
assistant or go to conferences or
additional training. Also, the
conflict between research and
teaching was not highlighted -
which is something a lot of
researchers do struggle with and
therefore work a lot overtime.”
“A choice of characters would
be great, especially if there was
a way to mix and match
characteristics.”
FEEDBACK
THE PUBLISHING TRAP AND
OTHER TRAINING
Linking in with
institutional
policies and
procedures
Putting
copyright
concerns in
wider context
Complements
wider scholarly
comms and open
access support
FUTURE PLANS
New Zealand
and Australian
version
German
translation
Updating
game
mechanics
Potential
redesign of the
board
Building 3D
model
CREDITS
Original content by Chris Morrison and Jane Secker (UK
Copyright Literacy) licensed Creative Commons
Attribution ShareAlike (CC BY SA) 4.0
The Publishing Trap licensed CC BY NC ND 4.0
Third party copyright images included under fair dealing
provisions of Copyright, Designs and Patents Act 1988
• Slide 9 – front cover of The Hand by Frank R Wilson -
Vintage Publishing
• Slide 10 – Game of Life and Mousetrap by Hasbro
FURTHER READING
Morrison, C and Secker, J (2017) The Publishing Trap: a game of scholarly
communication. LSE Impact Blog
http://blogs.lse.ac.uk/impactofsocialsciences/2017/10/28/the-publishing-
trap-a-game-of-scholarly-communication/
Staines, S (2017) Interview with the Publishing Trap creators. Kent Scholarly
Communications Blog http://blogs.kent.ac.uk/osc/2017/10/12/interview-
with-publishing-trap-creators/
Secker, J and Morrison C (2018). The Publishing Trap. Information
Professional. April 2018 edition Available at:
https://www.cilip.org.uk/page/PubTrapAprMay18
ACRL (2013) Scholarly Communication and Information Literacy: Creating
Strategic Collaborations for a Changing Academic Environment. ACRL.
Available at: http://acrl.ala.org/intersections/
Morrison, C. (2015) Copyright the Card Game. ALISS Quarterly. 9 (2).
The Publishing Trap is available under CC-BY-NC-ND at:
https://copyrightliteracy.org/resources/the-publishing-trap/

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Jane Secker (City, University of London) and Chris Morrison (University of Kent) - “The Publishing Trap: a board game for early career researchers”

  • 1. THE PUBLISHING TRAP: A BOARD GAME FOR EARLY CAREER RESEARCHERS Chris Morrison and Jane Secker @cbowiemorrison @UKCopyrightLit @jsecker DARTS Conference 24th-25th May 2018, Dartington Hall
  • 2.
  • 5. “acquiring and demonstrating the appropriate knowledge, skills and behaviours to enable the ethical creation and use of copyright material.” Secker and Morrison, 2016, p.211 COPYRIGHT LITERACY
  • 6. Education not training Balance between content and approach Getting comfortable with uncertainty Avoiding binaries ? WHAT DOES IT MEAN?
  • 7. BACKGROUND ACRL (2013) Study on the Intersections of Information Literacy and Scholarly Communications identified 3 intersections: • economics of the distribution of scholarship (including access to scholarship, the changing nature of scholarly publishing, and the education of students to be knowledgeable content consumers and content creators); • digital literacies (including teaching new technologies and rights issues, and the emergence of multiple types of non- textual content); • our changing roles (including the imperative to contribute to the building of new infrastructures for scholarship, and deep involvement with creative approaches to teaching). Issues associating with teaching copyright and licensing lie at the heart of these intersections
  • 8. TEACHING COPYRIGHT, LICENSING AND SCHOLARLY COMMS Complexity, frustration and confusion Terminology and processes Didactic vs experiential Scenarios and real life problems Value of active learning and games-based learning
  • 9. LESSONS FROM COPYRIGHT THE CARD GAME • Embodied cognition – knowledge in your hand and head • The value of playing in teams and discussion • Scenarios • Avoiding binaries – right vs wrong The Hand, Frank R. Wilson
  • 11. 2018Nov Feb May Aug Nov Feb May Aug Nov Game based learning Leeds Nov 23, 2015 Lagadathon at LILAC 2016 Dublin Mar 22, 2016 Kent MA students Mar 14, 2017 Licensing choices and sharing the game CC- BY-NC-ND Nov 16, 2017 Available for download from copyrightliteracy.org Oct 20, 2017 Playtest with PLSIG in London Nov 17, 2016 Wroclaw Summer 2017 Aug 23, 2017 Official launch Kent Oct 16, 2017 9/4/2017 Input from Lisa Johstone Graphic Design 2015 DEVELOPINGTHEGAME
  • 13. MEET THE CHARACTERS Mary the space scientist Brian the microbiologistMisha the criminologist Simon the Jane Austen expert
  • 14. THE ACADEMIC GAME OF LIFE
  • 16. IMPACT TO DATE • Downloads and hits on website: • over 3,200 hits on website and 250 downloads to date* • Who has played it • mainly librarians rather than intended audience (researchers) • Worldwide interest • UK, USA, Canada, Australia, New Zealand • Europe including France, Germany, Sweden, Czech Republic, Norway, Spain, Denmark • Elsewhere: Japan, Singapore, Saudi Arabia and many more! * as of 30 April 2018
  • 17. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.”
  • 18. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.”
  • 19. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.” “I found it a really engaging way of understanding more about the academic publishing process and the impact that copyright/IP has on it.”
  • 20. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.” “I found it a really engaging way of understanding more about the academic publishing process and the impact that copyright/IP has on it.” “It provides a great entry point to what can be a complex area of scholarly life. It is particularly good for library staff working with open access repositories.”
  • 21. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.” “I found it a really engaging way of understanding more about the academic publishing process and the impact that copyright/IP has on it.” “It provides a great entry point to what can be a complex area of scholarly life. It is particularly good for library staff working with open access repositories.”
  • 22. IMPROVEMENTS AND SUGGESTIONS “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?”
  • 23. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?”
  • 24. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?” “Players wanted to do more with the money, e.g. pay for a research assistant or go to conferences or additional training. Also, the conflict between research and teaching was not highlighted - which is something a lot of researchers do struggle with and therefore work a lot overtime.”
  • 25. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?” “Players wanted to do more with the money, e.g. pay for a research assistant or go to conferences or additional training. Also, the conflict between research and teaching was not highlighted - which is something a lot of researchers do struggle with and therefore work a lot overtime.” “A choice of characters would be great, especially if there was a way to mix and match characteristics.”
  • 26. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?” “Players wanted to do more with the money, e.g. pay for a research assistant or go to conferences or additional training. Also, the conflict between research and teaching was not highlighted - which is something a lot of researchers do struggle with and therefore work a lot overtime.” “A choice of characters would be great, especially if there was a way to mix and match characteristics.”
  • 28. THE PUBLISHING TRAP AND OTHER TRAINING Linking in with institutional policies and procedures Putting copyright concerns in wider context Complements wider scholarly comms and open access support
  • 29. FUTURE PLANS New Zealand and Australian version German translation Updating game mechanics Potential redesign of the board Building 3D model
  • 30. CREDITS Original content by Chris Morrison and Jane Secker (UK Copyright Literacy) licensed Creative Commons Attribution ShareAlike (CC BY SA) 4.0 The Publishing Trap licensed CC BY NC ND 4.0 Third party copyright images included under fair dealing provisions of Copyright, Designs and Patents Act 1988 • Slide 9 – front cover of The Hand by Frank R Wilson - Vintage Publishing • Slide 10 – Game of Life and Mousetrap by Hasbro
  • 31. FURTHER READING Morrison, C and Secker, J (2017) The Publishing Trap: a game of scholarly communication. LSE Impact Blog http://blogs.lse.ac.uk/impactofsocialsciences/2017/10/28/the-publishing- trap-a-game-of-scholarly-communication/ Staines, S (2017) Interview with the Publishing Trap creators. Kent Scholarly Communications Blog http://blogs.kent.ac.uk/osc/2017/10/12/interview- with-publishing-trap-creators/ Secker, J and Morrison C (2018). The Publishing Trap. Information Professional. April 2018 edition Available at: https://www.cilip.org.uk/page/PubTrapAprMay18 ACRL (2013) Scholarly Communication and Information Literacy: Creating Strategic Collaborations for a Changing Academic Environment. ACRL. Available at: http://acrl.ala.org/intersections/ Morrison, C. (2015) Copyright the Card Game. ALISS Quarterly. 9 (2). The Publishing Trap is available under CC-BY-NC-ND at: https://copyrightliteracy.org/resources/the-publishing-trap/

Editor's Notes

  1. This is the slide we need to agree and finalise…..
  2. Jane
  3. Jane
  4. Chris. Ask whether this is other people’s experience. Is this a provocation? Our research and practice highlights the value of active learning and specifically game—based learning
  5. Chris
  6. Both but Jane to lead
  7. Jane
  8. Chris It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  9. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  10. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  11. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  12. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  13. Jane then Chris