Winterhorn as Workshop.pdf

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WINTERHORN as WORKSHOP
WRITING & DESIGN
Jason Morningstar
WHAT IS THIS?
WINTERHORN is a live-action game about how
governments degrade and destroy activist groups.
It involves themes of suppression of dissent,
surveillance, violence, and abuse of power
This document is an alternate set of rules for use
in a classroom or casual workshop environment.
It replaces the normal rules of the game. The
cards are still required. See our website for more
information.
https://bullypulpitgames.com/games/winterhorn
ADDITIONAL LAYOUT
Brennen Reece
Steve Segedy
Alex Roberts
EDITING & DEVELOPMENT
PROJECT MANAGEMENT
COPY EDITING
Autumn Winters
QUICK FACTS
Duration:
One hour
Number of Participants:
Any number
Number of Facilitators:
One, who is also
an ordinary participant.
Winterhorn™, the Winterhorn™ logo, and the Bully Pulpit
Games™ logo are trademarks of Bully Pulpit Games LLC.
© Copyright 2017 Bully Pulpit Games LLC
104-R NC Hwy 54 Bypass #169
Carrboro NC 27510
ISBN: 978-1-945633-05-8
Workload:
Light, some printing in advance,
and facilitation during play.
Possible Locations:
Private space—
a classroom, conference room, or private home.
Equipment:
Tables, chairs, pens and paper.
Optionally: Masking tape and poster board, a
whiteboard, or a wall you can stick things on.
WINTERHORN AS WORKSHOP
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OVERVIEW
INTRODUCTION
WINTERHORN
is designed as a live action
roleplaying game — there are eight characters,
and they all have their own relationships,
agendas, and responsibilities. Playing in this
way can be great fun, and the game’s underlying
lessons emerge even as you chew the scenery
together. We recommend this mode of play if you
have the time, head count, and interest.
The alternate rules presented here work in
a more abstract mode, for when you have too
many participants, if your group isn’t completely
comfortable with roleplaying, or if your time is
limited. Playing this way means participating in
what amounts to an intellectual exercise without
any of the roleplaying trappings. This may be
ideal for a classroom workshop or casual meetup.
SETTING UP THE GAME
MATERIALS
REMOVE THESE THINGS
All the character and player role cards. You
won’t need them.
PRINT THESE THINGS
The following items from the document packet:
These rules, the initial status report, notes
on how working groups operate and the final
report document. In a classroom setting,
consider asking the students to review
the initial status report and notes on how
working groups operate in advance.
You won’t need the “INFORMER” samizdat
or any of the other ephemera, memos, blank
sheets, folder tabs, etc.
BRING THESE THINGS
Markers and pens in several colors and note
paper.
The program cards. Use the 36 red-bordered
cards for your first game. See “Subsequent
Sessions” below for details about the other
colors.
Optionally: A large piece of paper or poster
board, or a whiteboard, to serve as the case
board.
Optionally: The photog raph cards, to
represent the members of WINTERHORN
on the table or case board.
SPACE
SPACE AND MATERIAL SETUP
Play in a room that can comfortably hold all
the participants.
Have the Initial status report on display
and notes on how working groups operate
available for review. For a big group, consider
reading them out loud and providing multiple
copies.
Put the program cards in twelve stacks, one
for each program, with A on top, then B, then
C on the bottom of each. Put unused cards
away to avoid any confusion.
Place the Final Report document nearby.
Optionally: Set up the case board in a central
location, with the photograph cards and tape
nearby. Using the case board is encouraged
but adds extra time to the game.
SUBSEQUENT SESSIONS
ALTERNATE PROGRAM CARDS
If you want to replay the game with the
same participants you can use the alternate
program cards (the six purple-bordered and
six yellow-bordered cards) to replace some
of the red-bordered program cards and add
some surprises.
Simply swap the yellow and purple for red
cards, but do not use more than 36 total cards
and do not use all the alternates at once.
WINTERHORN AS WORKSHOP
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INTRODUCTION & SETUP
WELCOME TO IWG-203
Facilitator: Please read the following text aloud
(aside from these notes) and facilitate discussion
as necessary.
Each phase represents a few weeks of real time.
After the third phase we’ll receive our final report
and learn how successful we were.
If a card mentions a specific person, consider this
background information, and has no direct effect
on the game. Similarly, if a card asks someone
to “Make the Call” to superiors, this indicates
something is not going entirely well. Consider
your future actions as a group very carefully. It
has no direct effect.
Facilitator: If you decide to use the case board,
take a moment to point it out and explain its use.
It is a place to consolidate, share, and process
information as it is discovered. The Initial Status
Report is full of useful information for the case
board.
INTRODUCTION
We have been assigned to an Investigative
Working Group assembled by the Ministry of
State Security. IWG 203’s purpose is to contain,
degrade and destroy a radical group code
named WINTERHORN. We will decide on a
course of action collectively and bring the state’s
many resources to bear in the most covert way
possible. The state must not be implicated in
our operations. Our goal is to get the members
of WINTERHORN to turn on and destroy each
other. All of our programs hinge on our ability
to understand WINTERHORN’s members,
learn their motivations and secrets, and use this
information to create fear and paranoia.
TAKING CARE
Facilitator: Adjust this section for your situation,
always keeping in mind that people are more
important than the game, even in a classroom
setting.
This is a game that will address suppression
of dissent, surveillance, violence, and abuse of
power. Does everybody still want to play? If not
it is totally OK to leave now.
The game will take about an hour. Does anyone
has any questions or concerns?
Does anyone have any physical limitations? If so
we’ll accommodate them.
Shall we take a bathroom break before we begin?
Remember that during this game the door
is always open. Players are more important
than the game and you can leave at any time,
temporarily or permanently.
Facilitator: For those who need to leave the game,
consider asking them to read and respond to the
“12 Techniques” handout instead.
WORKING GROUP GUIDELINES
Within the working group every member has
equal authority. No one is “in charge”.
Our task is largely analytical and we have
whole teams that will execute our general plans
using their discretion. The
NOTES ON HOW
WORKING GROUPS OPERATE
and
INITIAL
STATUS REPORT ON WINTERHORN
handouts
are full of useful information to share.
THE FLOW OF PLAY
We’ll play in three phases, and each phase
ends when we’ve reached consensus about how
we’re going after WINTERHORN by choosing
seven different programs we want to initiate
or continue. Programs range from intense
surveillance to direct violence. A phase should
take no longer than 10 minutes but can be much
shorter if there is general agreement.
WINTERHORN AS WORKSHOP
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WELCOME TO IWG-203
FACILITATING THE GAME
LEADING BY EXAMPLE
As the facilitator, you will need to start by
showing players how to engage with the game.
The best way to do this is to lead by example,
reviewing the program cards and starting
discussion yourself.
You’ll also need to keep an eye on the time —
roughly 10 minutes for each phase, with time left
for the debrief at the end.
DEALING WITH PROBLEMS IN PLAY
Like most activities, WINTERHORN works
best with engagement. If you have players who
aren’t participating, remind them that the door
is always open.
If instead the entire group is unfocused, confused,
or just not having fun, consider cutting to the
debrief phase early.
DEBRIEF
Facilitator: Please read this aloud and facilitate,
adjusting as needed for your situation.
THANK EVERYONE
Thank you for playing!
YOU CAN GO IF YOU WANT
Debrief isn’t mandatory, but is highly recom-
mended. Unless you feel like it would be harmful
to you, please consider staying. You can still leave
at any time.
GATHER
Gather together in a circle, ideally away from
any central work space used in the game. Try to
encourage brevity and keep the debrief to around
15 minutes.
TALK ABOUT FEELINGS
Start a discussion about how the game made you feel.
TALK ABOUT REAL LIFE
If everyone is comfortable, move on to discussing
the ways in which the game maps to real life.
The “12 Techniques” handout includes some
focused questions that may also be useful. Some
questions to guide this discussion:
Why did we choose the programs we did?
Did our choices have a general theme? Did
we categorically reject any possible paths?
Did time pressure or the sunk cost fallacy
come into play?
Did we get excited and celebrate the Working
Group’s “victories”? Did we get into the
mindset of a group determined to destroy
WINTERHORN? If so, what does this say
about actual government agents?
Would a ny of these tech n iques work
particularly well against groups we care
about? Can we identify holes or weaknesses
in their organizational structure, culture, or
methods of interaction? What would harden
them?
Would any of these techniques backfire if
used against groups we care about? Why?
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FACILITATION & DEBRIEF
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