Except to children, I don’t really give Christmas presents to (or expect to receive them from) others any more.
But that didn’t stop my buying myself a gift of a particularly fun Lego set to build over the festive period (with a little help from the eldest child!).
Today, while I cooked dinner, I introduced my two children (aged 10 and 8) to Goat Simulator.
Within half an hour, they’d added an imaginative twist and a role-playing element. My eldest had decreed themselves Angel of Goats and the younger Goat Devil and the two were locked in
an endless battle to control the holy land at the top of a rollercoaster.
The shrieks of joy and surprise from the living room could be heard throughout the entire house. Perhaps our whole village.
My past self, receiving a copy of Transport Tycoon for his 14th birthday, would have his mind blown if he could see the kind of insanely-complex super-stations that are
possible in (the open-source successor to) the game 30 years on.
Of course, this kind of thing – multiple simultaneously shared in-and-out routes on a bidirectional station – wasn’t (sensibly) possible before the introduction of path-based signalling in OpenTTD 0.7.0. And modern path-based signals in the game are even smarter.
But still, 14-year-old me had a dream. And nowadays that dream is real.
Playing simultaneous games against both children might have been less challenging if they hadn’t both kept trying to start fights with one another at the same time! 😂
Dungeons & Dragons players spend a lot of time rolling 20-sided polyhedral dice, known as D20s.
In general, they’re looking to roll as high as possible to successfully stab a wyvern, jump a chasm, pick a lock, charm a Duke1,
or whatever.
Roll with advantage
Sometimes, a player gets to roll with advantage. In this case, the player rolls two dice, and takes the higher roll. This really boosts their chances of not-getting a
low roll. Do you know by how much?
I dreamed about this very question last night. And then, still in my dream, I came up with the answer2.
I woke up thinking about it3
and checked my working.
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Table illustrating the different permutations of two D20 rolls and the “advantage” result (i.e. the higher of the two).
The chance of getting a “natural 1” result on a D20 is 1 in 20… but when you roll with advantage, that goes down to 1 in 400: a huge improvement! The chance of rolling a 10 or 11 (2 in
20 chance of one or the other) remains the same. And the chance of a “crit” – 20 – goes up from 1 in 20 when rolling a single D20 to 39 in 400 – almost 10% – when rolling with
advantage.
You can see that in the table above: the headers along the top and left are the natural rolls, the intersections are the resulting values – the higher of the two.
The nice thing about the table above (which again: was how I visualised the question in my dream!) is it really helps to visualise why these numbers are what they are. The
general formula for calculating the chance of a given number when rolling D20 with advantage is ( n2 – (n-1)2 ) / 400. That is, the square of the number
you’re looking for, minus the square of the number one less than that, over 400 (the total number of permutations)4.
Why roll two dice when one massive one will do?
Knowing the probability matrix, it’s theoretically possible to construct a “D20 with Advantage” die5. Such a tool would
have 400 sides (one 1, three 2s, five 3s… and thirty-nine 20s). Rolling-with-advantage would be a single roll.
This is probably a totally academic exercise. The only conceivable reason I can think of would be if you were implementing a computer system on which generating random numbers
was computationally-expensive, but memory was cheap: under this circumstance, you could pre-generate a 400-item array of possible results and randomly select from it.
But if anybody’s got a 3D printer capable of making a large tetrahectogon (yes, that’s what you call a 400-sided polygon – you learned something today!), I’d love to see an “Advantage
D20” in the flesh. Or if you’d just like to implement a 3D model for Dice Box that’d be fine too!
Footnotes
1 Or throw a fireball, recall an anecdote, navigate a rainforest, survive a poisoning,
sneak past a troll, swim through a magical swamp, hold on to a speeding aurochs, disarm a tripwire, fire a crossbow, mix a potion, appeal to one among a pantheon of gods, beat the
inn’s landlord at an arm-wrestling match, seduce a duergar guard, persuade a talking squirrel to spy on some bandits, hold open a heavy door, determine the nature of a curse, follow a
trail of blood, find a long-lost tome, win a drinking competition, pickpocket a sleeping ogre, bury a magic sword so deep that nobody will ever find it, pilot a spacefaring rowboat,
interpret a forgotten language, notice an imminent ambush, telepathically commune with a distant friend, accurately copy-out an ancient manuscript, perform a religious ritual, find
the secret button under the wizard’s desk, survive the blistering cold, entertain a gang of street urchins, push through a force field, resist mind control, and then compose a ballad
celebrating your adventure.
2 I don’t know what it says about me as a human being that sometimes I dream in
mathematics, but it perhaps shouldn’t be surprising given I’m nerdy enough to have previously recorded instances of dreaming in (a) Perl, and (b) Nethack (terminal mode).
3 When I woke up I also found that I had One Jump from Disney’s Aladdin stuck in my head, but I’m not sure
that’s relevant to the discussion of probability; however, it might still be a reasonable indicator of my mental state in general.
4 An alternative formula which is easier to read but harder to explain would be ( 2(n
– 1) + 1 ) / 400.
5 Or a “D20 with Disadvantage”: the table’s basically the inverse of the advantage one –
i.e. 1 in 400 chance of a 20 through to 39 in 400 chance of a 1.
My life affords me less time for videogames than it used to, and so my tastes have changed accordingly:
I appreciate games that I can drop at a moment’s notice and pick up again some other time, without losing lots of progress1.
And if the game can remind me what it was I was trying to achieve when I come back… perhaps weeks or months later… that’s a bonus!
I’ve a reduced tolerance for dynamically-generated content (oh, you want me to fetch you another five nirnroot do you? – hard pass2):
if I might only get to throw 20 hours total at a game, I’d much prefer to spend that time exploring content deliberately and thoughtfully authored by a human.
And, y’know, it has to be fun. I rarely buy games on impulse anymore, and usually wait weeks or months after release dates even for titles I’ve been anticipating, to see
what the reviewers make of it.
That said, I’ve played three excellent videogames this year that I’d like to recommend to you (no spoilers):
In the late ’70s, a shadowy group of British technologists concluded that nuclear war was inevitable and secretly started work on a cutting-edge system designed to help
rebuild society. And thanks to Matt Round-and-friends at vole.wtf (who I might have
mentioned before), the system they created – ARCC – can now be emulated in your browser.
I’ve been playing with it on-and-off all year, and I’ve (finally) managed to finish exploring pretty-much everything the platform currently has to offer, which makes it pretty damn good
value for money for the £6.52 I paid for my ticket (the price started at £2.56 and increases by 2p for every ticket sold). But you can get it cheaper than I did if you score 25+ on one
of the emulated games.
Most of what I just told you is true. Everything… except the premise. There never was a secretive cabal of engineers who made this whackballs computer system. What vole.wtf emulates is
an imaginary system, and playing with that system is like stepping into a bizarre alternate timeline or a weird world. Over several separate days of visits you’ll explore more
and more of a beautifully-realised fiction that draws from retrocomputing, Cold War fearmongering, early multi-user networks with dumb terminal interfaces, and aesthetics that straddle
the tripoint between VHS, Teletext, and BBS systems. Oh yeah, and it’s also a lot like being in a cult.
Needless to say, therefore, it presses all the right buttons for me.
If you enjoy any of those things, maybe you’d like this too. I can’t begin to explain the amount of work that’s gone into it. If you’re looking for anything more-specific in a
recommendation, suffice to say: this is a piece of art worth seeing.
FoundryVTT is a fantastic Web-based environment for tabletop roleplaying adventures1 and something I
particularly enjoy is the freedom for virtually-unlimited scripting. Following a demonstration to a fellow DM at work last week I
promised to throw together a quick tutorial into scripting simple multi-phase maps using Foundry.2
Why multi-phase maps?
You might use a multi-phase map to:
Allow the development and expansion of a siege camp outside the fortress where the heroes are holed-up.3
Rotate through day and night cycles or different times of day, perhaps with different things to interact with in each.4
Gradually flood a sewer with rising water… increasing the range of the monster that dwells within.5
Re-arrange parts of the dungeon when the characters flip certain switches, opening new paths… and closing others.
I’ll use the map above to create a simple linear flow, powered by a macro in the hotbar. Obviously, more-complex scenarios are available, and combining this approach with a plugin like
Monk’s Active Tile Triggers can even be used to make the map appear to dynamically change in response to the movement
or actions of player characters!
Setting the scene
Create a scene, using the final state of the map as the background. Then, in reverse-order, add the previous states as tiles above it.
Make a note of the X-position that your tiles are in when they’re where they supposed to be: we’ll “move” the tiles off to the side when they’re hidden, to prevent their ghostly
half-hidden forms getting in your way as game master. We’ll also use this X-position to detect which tiles have already been moved/hidden.
Also make note of each tile’s ID, so your script can reference them. It’s easiest to do this as you go along. When you’re ready to write your macro, reverse the list, because
we’ll be hiding each tile in the opposite order from the order you placed them.
Writing the script
Next, create a new script macro, e.g. by clicking an empty slot in the macro bar. When you activate this script, the map will move forward one phase (or, if it’s at the end, it’ll
reset).
Here’s the code you’ll need – the 👈 emoji identifies the places you’ll need to modify the code, specifically:
const revealed_tiles_default_x = 250 should refer to the X-position of your tiles when they’re in the correct position.
const revealed_tiles_modified_x = 2825 should refer to the X-position they’ll appear at “off to the right” of your scene. To determine this, just move one tile right
until it’s sufficiently out of the way of the battlemap and then check what it’s X-position is! Or just take the default X-position, add the width of your map in pixels, and then add
a tiny bit more.
const revealed_tiles = [ ... ] is a list of the tile IDs of each tile what will be hidden, in turn. In my example there are five of them (the sixth and final image being
the scene background).
const revealed_tiles_default_x =250; // 👈 X-position of tiles when displayedconst revealed_tiles_modified_x =2825; // 👈 X-position of tiles when not displayedconst revealed_tiles = [
'2xG7S8Yqk4x1eAdr', // 👈 list of tile IDs in order that they should be hidden'SjNQDBImHvrjAHWX', // (top to bottom)'tuYg4FvLgIla1l21',
'auX4sj64PWmkAteR',
'yAL4YP0I4Cv4Sevt',
].map(t=>canvas.tiles.get(t));
/*************************************************************************************************/// Get the topmost tile that is still visible:const next_revealed_tile_to_move = revealed_tiles.find(t=>
t.position.x == revealed_tiles_default_x
);
// If there are NO still-visible tiles, we must need to reset the map:if( ! next_revealed_tile_to_move ) {
// To reset the map, we go through each tile and put it back where it belongs -for(tile of revealed_tiles){
canvas.scene.updateEmbeddedDocuments("Tile", [ {
_id: tile.id,
x: revealed_tiles_default_x,
hidden:false
} ]);
}
} else {
// Otherwise, hide the topmost visible tile (and move it off to the side to help the GM) -
canvas.scene.updateEmbeddedDocuments("Tile", [ {
_id: next_revealed_tile_to_move.id,
x: revealed_tiles_modified_x,
hidden:true
} ]);
}
I hope that the rest of the code is moderately self-explanatory for anybody with a little JavaScript experience, but if you’re just following this kind of simple, linear case then you
don’t need to modify it anyway. But to summarise, what it does is:
Finds the first listed tile that isn’t yet hidden (by comparing its X-position to the pre-set X-position).
If there aren’t any such tiles, we must have hidden them all already, so perform a reset: to do this – iterate through each tile and set its X-position to the pre-set X-position,
and un-hide it.
Otherwise, move the first not-hidden tile to the alternative X-position and hide it.
4 If you’re using Dungeon
Alchemist as part of your mapmaking process you can just export orthographic or perspective outputs with different times of day and your party’s regular inn can be
appropriately lit for any time of day, even if the party decides to just “wait at this table until nightfall”.
I’ve been GMing/DMing/facilitating1 roleplaying games for nearby 30 years, but I only
recently began to feel like I was getting to be good at it.
The secret skill that was hardest for me to learn? A willingness to surrender control to the players.
Karma, Drama, Fortune
I could write a lot about the way I interpret the K/D/F model, but for today here’s a quick primer:
The K/D/F model describes the relationship between three forces: Karma (player choices), Drama
(story needs) and Fortune (luck, e.g. dice rolls). For example,
When the lich king comes to the region to provide a villainous plot hook, that’s Drama. Nobody had to do anything and no dice were rolled. The story demanded a “big
bad” and so – within the limitations of the setting – one turned up.
When his lucky critical hit kills an ally of the adventurers, that’s Fortune. That battle could have gone a different way, but the dice were on the villain’s side and
he was able to harm the players. When we don’t know which way something will go, and it matters, we hit the dice.
When one of the heroes comes up with a clever way to use a magical artefact from a previous quest to defeat him, that’s Karma. It was a clever plan, and the players
were rewarded for their smart choices by being able to vanquish the evil thing.
And elsewhere on their quest they probably saw many other resolutions. Each of those may have leaned more-heavily on one or another of the three pillars, or balanced between them
equally.
Disbalancing drama
For most of my many years of gamemastering, I saw my role as being the sole provider the “drama” part of the K/D/F model. The story
comes from me, the choices and dice rolls come from the players, right?
Nope, I was wrong. That approach creates an inevitable trend, whether large or small, towards railroading: “forcing” players down a particular path.
A gamemaster with an inflexible and excessively concrete idea of the direction that a story must go will find that they become unable to see the narrative through any other lens. In
extreme examples, the players are deprotagonised and the adventure just becomes a series of set pieces, connected by the gamemaster’s idea of how things should play out. I’ve seen this
happen. I’ve even caused it to happen, sometimes.2
A catalogue of failures
I’ve railroaded players to some degree or another on an embarrassing number of occasions.
In the spirit of learning from my mistakes, here are three examples of me being a Bad GM.
Quantum Ogre
Scenario: In a short-lived high fantasy GURPS
campaign, I wanted the party to meet a band of gypsies and have their fortune told, in order to foreshadow other parts of the story yet to come.
What I did: I pulled a quantum ogre (magician’s choice) on them: whether
they travelled by road, or water, or hacked their way through the forest, they were always going to meet the gypsies: their choice of route didn’t really matter.
Why that was wrong: I’d elevated the value of the encounter I’d planned higher than the importance of player agency. The more effort it took to write something, the
more I felt the need to ensure it happened!
Two things I could’ve done: Reassessed the importance of the encounter. Found other ways to foreshadow the plot that didn’t undermine player choices, and been
more-flexible about my set pieces.
Fudging
Scenario: In a Spirit of the Century one-shot an antagonist needed to kidnap a NPC from aboard an oceanbound ship. To my surprise – with some very lucky rolls – the players foiled the plot!
What I did: I used a fudge – an exploit based on the fact
that in most games the gamemaster controls both the plot and the hidden variables of the game mechanics – to facilitate the antagonist kidnapping a different
NPC, and adapted the story to this new reality.
Why that was wrong: It made the players feel like their choices didn’t matter. I justified it to myself by it being a one-shot, but that undermines the lesson: I
could’ve done better.
Two things I could’ve done: Used the failed attack as a precursor to a later renewed offensive by a villain who’s now got a personal interest in seeing the party
fail. Moved towards a different story, perhaps to a different element of the antagonist’s plan.
Ex Machina
Scenario: In a long-running Warhammer Fantasy Roleplay (1st edition!) campaign, a series of bad choices and terrible luck left the party trapped and unable
to survive the onslaught of a literal army of bloodthirsty orcs.
What I did: I whipped out a deus spiritus ex machina, having a friendly ghost NPC
basically solve for them a useful puzzle they’d been struggling with, allowing them to escape alive (albeit with the quest truly failed).
Why that was wrong: It deprotagonised the adventurers, making them unimportant in their own stories. At the time, I felt that by saving the party I was “saving” the
game, but instead I was undermining its value.
Two things I could’ve done: TPK: sometimes it’s the right thing to allow everybody to die! Pivot the plot to
facilitate their capture (e.g. the arch-nemesis can’t solve the puzzle either and wants to coerce them into helping), leading to new challenges and interesting moral choices.
Those examples are perhaps extreme, but I’m pretty sure I’ve set up my fair share of lesser sins too. Like chokepoints that strongly encourage a particular direction: do that
enough and you train your players to wait until they identify the chokepoint before they take action! Or being less invested in players’ plans if those plans deviate from what
I anticipated, and having a convenient in-party NPC prompting players with what they ought to do next. Ugh.3
The good news is, of course, that we’ve all always got the opportunity for growth and self-improvement.
The self-improvement path
I’ve gotten better at this in general over the years, but when I took over from Simon at DMing for The Levellers in July, I decided that I was going to try to push myself harder than ever to avoid railroading. Simon was always especially good at
promoting player freedom and autonomy, and I wanted to use this inspiration as a vehicle to improve my own gamemastering.
What does that look like within the framework of an established campaign?
Well: I ensure there are clues (usually three of them!) to
point the players in the “right” direction. And I’ll be on hand to give “nudges” if they’re truly stuck for what to do next, typically by providing a “recap” of the things
they’ve previously identified as hooks that are worth following-up (including both the primary plotline and any other avenues they’ve openly discussed investigating).
But that’s the limit to how I allow Drama to control the direction of the story. Almost everything else lies in the hands of Karma and Fortune.
Needless to say, opening up the possibility space for my players makes gamemastering harder4!
But… not by as much as I expected. Extra prep-work was necessary, especially at the outset, in order to make sure that the world I was inheriting/building upon was believable and
internally-consistent (while ensuring that if a player decided to “just keep walking East” they wouldn’t fall off the edge of the world). But mostly, the work did itself.
Because here’s the thing I learned: so long as you’re willing to take what your players come up with and run with it, they’ll help make the story more
compelling. Possibly without even realising it.5
The Levellers are a pretty special group. No matter what the situation, they can always be relied upon to come up with a plan that wasn’t anywhere on their DM‘s radar. When they needed to cross a chasm over their choice of one of two bridges, each guarded by
a different variety of enemy, I anticipated a few of the obvious options on each (fighting, magic, persuasion and intimidation, bribery…) but a moment later they were talking
about having their druid wildshape into something easy-to-carry while everybody else did a group-spider climb expedition down the chasm edge and along the underside of a bridge. That’s thinking outside the box!
But the real magic has come when the party, through their explorations, have unlocked entirely new elements of the story.
Player-driven content
In our campaign, virtually all of the inhabitants of a city have inadvertently sold their immortal souls to a Archduchess of Hell by allowing, over generations, their declaration of
loyalty to their city to become twisted away from their gods and towards their mortal leader, who sold them on in exchange for a sweet afterlife deal. The knights of the city were
especially-impacted, as the oath they swore upon promised their unending loyalty in this life as well. When the fiendish pact was made, these knights were immediately possessed
by evil forces, transforming into horrendous creatures (who served to harass the party for some time).
But there’s a hole in this plot7.
As-written, at least one knight avoided fiendish possession and lived to tell the tale! The player characters noticed this and latched on, so I ran with it. Why might the survivor knights
be different from those who became part of the armies of darkness? Was there something different about their swearing-in ceremony? Maybe the reasons are different for different survivors?
I didn’t have answers to these questions to begin with, but the players were moving towards investigating, so I provided some. This also opened up an entire new possible “soft” quest
hook related to the reason for the discrepancy. So just like that, a plothole is discovered and investigated by a player, and that results in further opportunities
for adventure.
As it happens, the party didn’t even go down that route at all and instead pushed-on in their existing primary direction, but the option remains. All thanks to player
curiosity, there’s a possible small quest that’s never been written down or published, and is unique to our group and the party’s interests. And that’s awesome.
In Conclusion
I’m not the best GM in the world. I’m not even the best GM I know. But I’m getting
better all the time; learning lessons like how to release the reins a little bit and see where my players can take our adventures.
And for those lessons, I’m grateful to those same players.
Footnotes
1 I’m using the terms GM, DM, and facilitator interchangeably, and damned if I’m writing them all out every single time.
2 A gamemaster giving all of the narrative power to any one of the three elements
of K/D/F breaks the game, but in different ways. 100% karma and what you’ve got is a storytelling game, not a roleplaying game:
which is fine if that’s what everybody at the table thinks they’re playing: otherwise not. 100% drama gives you a recital, not a jam session: the gamemaster might as well just be
writing a book. 100% fortune leads to unrealistic chaos: with no rules to the world (either from the plot or from the consequences of actions) you’re just imagining all possible
outcomes in your universe and picking one at random. There’s a balance, and where it sits might vary from group to group, but 100% commitment to a single element almost always breaks
things.
3 A the “lesser sins” I mention show, the edges of what construes railroading and what’s
merely “a linear quest” is a grey area, and where the line should be drawn varies from group to group. When I’m running a roleplaying session for my primary-school-aged kids, for
example, I’m much more-tolerant of giving heavy-handed nudges at a high-level to help them stay focussed on what their next major objective was… but I try harder than ever to
encourage diverse and flexible problem-solving ideas within individual scenes, where childish imagination can really make for memorable moments. One time, a tabaxi warrior,
on fire, was falling down the outside of a tower… but his player insisted that he could shout a warning through the windows he passed before landing in flawless catlike
fashion (albeit mildly singed). My adult players would be rolling athletics checks to avoid injury, but my kids? They can get away with adding details like that by fiat. Different
audience, see?
4 A recent session took place after a hiatus, and I wasn’t confident that – with the
benefit of a few months’ thinking-time – the party would continue with the plan they were executing before the break. And they didn’t! I’d tried to prep for a few other
eventualities in the anticipation of what they might do and… I guessed wrong. So, for the first time in recorded history, our session ended early. Is that the end of
the world? Nope.
5 Want a really radical approach to player-driven plot development? Take a look at
this video by Zee Bashew, which I’m totally borrowing from next time I start running a new campaign.
6 You know what I miss? Feelies. That’s probably why I try to provide so many “props”, whether physical or digital, in my
adventures.
7 The plothole isn’t even my fault, for once: it’s functionally broken as-delivered in the
source book, although that matters little because we’ve gone so-far outside the original source material now we’re on a whole different adventure, possibly to reconvene later on.
When we’ve not been out tackling escape rooms, finding geocaches, and eating curry, we’ve been doing a variety of
activities to help solidify our new team’s goals, priorities, and expertise: y’know, the normal things you might expect on a company away week.
I volunteered to lead the initial session on our first day with a couple of icebreaker games, which went well enough that I’m inclined to share them here in case they’re of any use to
you. The games we played are called Heraldry and Compairs. Let’s take a look:
Heraldry
I was looking at the coat of arms of Noord Holland, the province in which Amsterdam lies, and thinking about all the symbolism and propaganda that’s encoded into traditional heraldry,
and how much effort it takes to decode it… unless you just, y’know, guess!
I asked each participant to divide a shield into five quadrants and draw their own coats of arms, featuring aspects of (a) their work life, (b) their personal life, (c) something they
value, (d) something they’re good at, and (e) something surprising or unusual. I really wanted to keep the time pressure on and not allow anybody to overthink things, so I set a
5-minute timer from the moment everybody had finished drawing their shield outline.
Then, everybody passed their drawing to the right, and each person in turn tried, as best they could, to introduce the person to their left by attempting to interpret their
neighbour’s drawing. The known categories helped to make it easier by helping people latch onto something to start talking about, but also more-challenging as people second-guessed
themselves (“no, wait, maybe it’s sailing you’re good at and guitar you play in your personal life?”).
After each introduction is made, the person being introduced gets to explain their heraldry for themselves, congratulating their introducer on the things they got right and their
close-guesses along the way.
It’s sort-of halfway between “introduce your neighbour” and “pictionary”. And it worked well to get us warmed-up, feeling a little silly, knowing one another slightly better, and in a
space in which everybody had been expected to have spoken and to have made a harmless mistake (everybody managed to partially-interpret a shield correctly). A
useful place to be at the end of an icebreaker exercise is left with the reminder that we are, after all, only human.
Compairs
Next up, we played a game only slightly inspired by witnessing a game of Mr and Mrs the other week3.
I threw together a Perchance (which, in the nature of such things, is entirely open-source and you’re welcome to adapt it for
your own use) that generated a series of randomly-selected pairs of teammates and asked a question to differentiate the two of them.
Participants other than the two shown on the screen were challenged to guess the answer to the question. Sometimes the questions would have a definitive answer, and sometimes
not: the joy was in the speculation! “Hmm, I know that Dan’s done quite a bit of globetrotting… but could he actually have travelled further East than a colleague who lives much
further East than him?”
After a few seconds to a minute, once their colleagues had settled on an answer, the people listed on the question were encouraged to make their own guesses. Usually they’ll have a
better idea as they are one of the data points, but that’s not always true!
There’s no points, and you can play for as long as you like so long as it’s long enough that everybody gets at least one turn, so it’s a good “fill the rest of the time slot” game. It
follows Heraldry moderately well as an icebreaker double-feature because the former is firstly about learning things about one another (and to a lesser extent guessing), and
the latter is about the opposite.
I came out of both games knowing more about the humans behind the screens in my new team, and it seemed to open up the room for some good discussions afterwards, so the social lubricant
effect was clearly effective too. If you give them a go or adapt them into anything else, let me know!
Footnotes
1 Our absent colleague instead had to tower over us on an enormous projector screen.
2 The red (“gules”) upright (“rampant”) lion in the coat of arms possibly comes from the
heraldry of the city of Gelderen in Germany, but once part of the Dutch Republic. The lions striding (“passant”) to the left (“to dexter”) but turning to face you (“guardant”) come
from the arms of Fryslân (Friesland), and its rectangles represent the districts of Fryslân. Aren’t you glad you asked.
3 Also known as The Newlyweds Game after the US game show of that name and basically the same format, Mr and Mrs is a game in which a (typically newly) married couple are asked questions about one
another and their lives together which they answer separately and then those answers are compared. This induces a reaction of compersion when they’re “right” and in-sync and when the
couple disagree it results in amusement. Or possibly divorce.
If you lack the imagination to understand how a game like this could have dozens of possible endings, you desperately need to play it. My favourite path so far through the game was to
add a teabag, then hot water, then remove the teabag, then add some milk, then add a second teabag, then drink it.
Genuinely can’t stop laughing at this masterpiece.