Comments on: Why do young techies want to be werewolves?
For a generation of Silicon Valley entrepreneurs, a party game called Werewolf encapsulates both the mental challenge and occasionally treacherous behavior of the industry.
For a generation of Silicon Valley entrepreneurs, a party game called Werewolf encapsulates both the mental challenge and occasionally treacherous behavior of the industry.
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This almost sounds like you are talking about politics(I am going to go out on a limb and suggest Rpublican politics ala Carl Rove), not a gaming scenario. Luckily enough, the most recent election allows "the villagers" to have a pencil and paper (the internet) and to get up and "walk around" (the internet) and think for themselves. Maybe playing "Werewolves" will continue to make people thing for themselves.
IOW, it's BS talk from amateurs on topics of which they know so little as to be laughable but the press takes such talks seriously because they know so little as to be incompetent.
My advice: if the guy in the cube next to you is playing "werewolf", at the next full moon beat his computer into small pieces with a silver handled stick. Let him keep score with a pencil and paper. If someone in your business circle believes this is the kind of experience they need to do business with you, dump their products, dump the relationship, and be sure to inform the Better Business Bureau.
I've played mafia for years, since I was a kid. The Wikipedia article for mafia shows some interesting variations that you may want to play as an adult (or kid, for that matter).
I remember playing something similar when I went on a camping trip while at school once, cannot remember exactly what we played but I remember it was incredible fun to play and got me talking to the other kids from all the other schools there, which is unusal considering how shy I am normally.
These types of games are just perfect for breaking down barriers an getting people talking to each other and trading ideas and secretes.
I wonder if players traded company secrets in return for a name of a werewolf or the villagers.
These people really don't have anything better to do?
I'll stick to dungeon crawling, thanks.
It requires very little to play; one set of rules(on one sheet of paper), some cards and thats about it.
Do *you* play Dungeons and Dragons at *your* corporate conferences?
(If so, which edition? 1st, 1st and a half, 2nd, 2nd a half, 3rd, 3.5 or 4th?)
Leave it to tech engineers to tweak something so that they can call it theirs...
Wow, it MUST be cool then. What a bunch of self important D Bags. Can I tweet during gameplay?
But that's just me...
And I disagree that this game is about salesmanship and persuasion. The game is about lying and detecting lying. I've been playing since 1997, when the game was renamed from Mafia, and my group has become very good at detecting liars, and at lying.
Maffia and Werewolf play by the same rules set. 3 character types: Killers, Mob, & Informed person. Rule: Killers kill in secret, Mob kills a suspect, Informed person secretly gets a clue each turn.
The theme is changed to a Science Fiction theme that catches the attention of "geekdom" that playing cops'n'murderes doesn't. There is a "Seer" that has a "vision" every night - instead of a Cop/Doctor/Detective that uncovers clues. And you've already been introduced to the Werewolves and Villigers above.
Due to theme differences, the varriants to the Wereolf and Maffia games don't always transpose so nicely, though.
Now, for those that play both games there is an element of social dynamics that change when playing personas. First, the player-type that would be attracted to the Werewolf theme would be more of the Science Fiction "geek" than the spy-fan "geek". These differing archetypes of players bring different skill-sets to the game. Then, there is the "role" that one is put into. It gives players a persona to portray for the 20-200 min that the game lasts where they are someone else. Because of these differences, the games end up having a different feel, flavor, and end-product that may have different appeals.
Werewolf is one that struck my fancy and I became an instant fand. However, I only play it at conventions. I don't have the sheer number of people in my social circle at home to run this game (8-15 ppl for the Looney Labs version).
Every night when the games start I'm there, and I become so emmersed that 5+ hours go by without even thinking about what time it is.
I'm not a good liar. Frankly I suck at it outside of this game. However, I am a good actor. When I get the Werewolf card it takes me about the first 'day' to build up the resolve to lie regarding the question "are you a Werewolf?" After that first round, the rest of the game - for me - is played much like any other game (I look for information). However, instead of looking for the Werewolf, I'm trying to spy out who the Seer is. I have a smaller set of allies, and even smaller set of prey. I am also seeking to limit public information, because the more the village knows about eachother the more likely I'm a target. My night-kills are focused at the villagers that have too much information and share too much with the other people. So, as a werewolf, I seek to limit information while I gather as much as possible.
This game allows geeks to be able to practice social interactions on a small-scale and with no real or lasting outcomes. This also means that they can take risks that they don't allow for themselves otherwise, and stretch their social skills to the limits because it's just a game.
- by Scott Gardener April 26, 2009 7:43 PM PDT
- Dang it, I thought this would be an article about therianthropy or transhumanist genetic modification. Instead, it's just that fraking game. Bite me.
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