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Without Language
A game in which a group must perform a complicated task without pre-existing forms of communication. The group must form language during the game in order to communicate. The rules: * Each player will be given a task before the game begins. It will involve collaboration, and no two players will be given identical tasks. * The responsibility of ensuring that a task is completed rests upon the player who received the task. However, the player does not need to complete the task personally. * The tasks are created and dispersed by a non-player judge, who will also attempt to prevent players from breaking any of these rules during the game. Before the game begins, players may request clarification on their tasks from the judge, in private. * No form of communication by players is permitted, with the following exceptions: ** All forms of body language and hand signals are permitted so long as they are not a form of sign language. ** Speaking is permitted if no language existing before the beginning of the game is spoken. ** A player may ask the judge in private (and using any form of communication) to allow another form of communication. The judge may allow or disallow it. * If it is necessary for players to communicate in another form with a non-player, they may do so so long as they leave the game area. * The judge has the right to reprimand, restrict or expel any player who violates any of these rules. If a player is expelled, their task must be given to another player. While the task is being given, the player is allowed to use any form of communication with the judge for clarification, but may not communicate with any other players. A few tasks ideas: * Obviously the overall goal and each task should be sufficiently complex that communication, and abstract communication, is required. * Locations are hard to describe with body language. Organize tasks such that certain players must describe locations to other players. ** "Follow me" is bad. Tasks may e.g. require that the player not leave a specified area. These could be called "management" tasks. * No task should be completable independently, ideally communication should be required at all points. * Be careful not to create tasks that make players idle for much of the game. If necessary, give multiple tasks to one player that shouldn't temporally overlap to keep them busy.
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