rehearse a future
In the group Simulation.
Idea from Dhruv Jani.
Players practise a way of living or working that does not exist yet, such as a village that shares everything, to see how it might feel before anyone tries it for real.
In the group Simulation.
Idea from Dhruv Jani.
Players practise a way of living or working that does not exist yet, such as a village that shares everything, to see how it might feel before anyone tries it for real.
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Characters live in a world that does not exist yet, and players try out how it feels.
Players practise a task they may face later, such as building together by hand.
Players draw a place as they would like it to be, and play in it.
Players practise keeping a new way of living going over many sessions.
Players practise living with something that cannot be fixed, such as a changing climate.
The game master runs a world that does not exist yet, and players try living in it.
A public game lets people try a different way of using the place, such as a car-free street.
Rolls bring events in a world that does not exist yet, and players practise responding.
Players explore a future world as it is revealed, imagining how to live there.
The rules of a future world make an argument for or against it.
Players practise a real change they are about to make, such as a new way of sharing work.
Players try a future where different things earn points.
Players move through a future world, and each space shows a part of life there.
Players pick parts of a future they would like to try, such as shared kitchens.
Players bid for parts of a future, showing what they would give for it.
Players try bold changes in a future world, with some risk of failure.
Players imagine how space would be shared in a future town.
Players try out how work would be shared in a future world.
Players build the shape of a future place together.
Cards in hand are ideas for the future, played when the moment fits.
Each trick decides a small question about the future.
Players negotiate how a future would work, as people would in real planning.
Players gather what a future needs, such as skills or tools.
Players lay tiles to build a future place.
Players take turns adding to a picture of the future.
Players live in a future world without speaking, showing it through action.
Players change the rules of the future world as they live in it.
Players race to reach a future goal.
Players score for what they build in the future world.
Players drop out as their future plans fail, until one remains.
The group tries to make a future work together, against what threatens it.
The group works toward one picture of the future.
Each player secretly wants something different from the future.
The game tells the story of a future until it reaches a chosen ending.
Players live in a future world with no winner, to see how it feels.
Each player decides what they want to try in the future world.
Players try a future until one player's plan fails.
Each player imagines their own future beside the others.
Players with different futures clash over which will happen.
What one player builds in the future affects others.
The whole group practises a future way of living together.
Players build a future together while each keeps a private interest.
Teams each rehearse a different future and compare.
One player secretly works against the future the group is building.
Players write letters as if from the future to each other.
Players imagine the future for someone not there, such as their children.
Luck decides what happens in the future world.
Luck brings future events, and players choose how to respond.
Players plan the future, with a little luck testing their plans.
Only players' choices shape the future world.
Signs are read as hints about the future.
Players imagine a future by sensing what the group wants.
Everything about the future world is open to all.
Players hold secret plans for the future, revealed in turn.
Some players secretly come from a different future.
Players work out what a future world is like from clues.
Players claim what the future will hold, and others decide whether to believe them.
Players discover the hidden rules of a future world by living in it.
One player knows how the future turns out and can only hint.
Players try a new version of a real system, such as a different way of sharing water.
Each role imagines how a future change would affect them.
Players try a new way of sharing a resource and see whether it lasts.
A future change shows its effects only later in the game.
Players try one future rule and play on to see what it changes.
After rehearsing a future, players talk about what they would keep or change.
Choices made in the future world stay for every later game.
Players live a future way of doing things for real days or weeks.
Players act out steps of a possible future one turn at a time.
Everyone acts out their part of a future at the same time.
Players act out a future freely, as events might unfold.
Acting out a future under a clock, as in a drill.
A future rehearsed slowly, each step considered.
A future rehearsed at a quickening pace.
rehearse a future neither supports nor works against the feeling excited.
rehearse a future neither supports nor works against the feeling clever.
rehearse a future neither supports nor works against the feeling silly.
rehearse a future neither supports nor works against the feeling tense.
rehearse a future supports the feeling together.
rehearse a future neither supports nor works against the feeling sneaky.
rehearse a future neither supports nor works against the feeling lucky.
rehearse a future neither supports nor works against the feeling in charge.
rehearse a future neither supports nor works against the feeling surprised.
rehearse a future supports the feeling thoughtful.
rehearse a future neither supports nor works against the feeling fast.
rehearse a future neither supports nor works against the feeling unfair in a fun way.
rehearse a future neither supports nor works against the feeling careful.
rehearse a future neither supports nor works against the feeling daring.
rehearse a future supports the feeling friendly.