stakeholder roles
In the group Simulation.
Each player plays a real group with its own needs, such as farmers, a village council or a shopkeeper. You see the problem from where they stand.
In the group Simulation.
Each player plays a real group with its own needs, such as farmers, a village council or a shopkeeper. You see the problem from where they stand.
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Each player plays a real group, and rolls decide what happens to that group on its journey.
Each player plays a real group and picks what that group needs from a shared pool.
Each player plays a real group and bids for what that group wants most.
Each player plays a real group deciding how much risk it can afford.
Each player plays a real group claiming land or space.
Each player plays a real group, sending people to do the jobs that group needs.
Each player plays a real group building what it needs.
Each player plays a real group with its own cards for what it can do.
Each player plays a real group, and tricks stand for who gets their way.
Each player plays a real group and makes deals with the others.
Each player plays a real group collecting what it needs.
Each player plays a real group shaping a shared map.
Each player plays a real group racing to meet its goal first.
Each player plays a real group, and points measure how well it does.
Real groups drop out one by one until one is left.
Players play different real groups who keep something going together.
Different real groups work towards one goal.
Each player plays a real group with a goal it keeps to itself.
Different real groups add their side to a shared story.
Each player plays a real group, side by side, without affecting each other.
Real groups clash openly over what they need.
Real groups share a board, so each one's choices change what others can do.
Players play different real groups who all win or lose together.
Real groups help each other but each also wants to come out ahead.
Groups form two sides and compete.
Players play real groups, and one of them is secretly working against the rest.
Players play real groups, and luck decides what happens to them.
Real groups face random events but can prepare in their own ways.
Real groups act mostly by choice, with a little luck.
Real groups act by choice alone.
Every group knows what every other group has and needs.
Each group keeps what it has to itself.
Players do not know which real group each other player is playing.
Players work out what each real group wants from what it does.
Real groups can mislead each other about what they need.
Each player plays a real group inside a model of the system those groups share.
Different real groups share one limited resource.
Each group's choices affect other groups later.
Groups propose and test a rule from their own point of view.
After play, players talk about what it was like to be their group.
Each player answers the last move as their role would, such as a farmer answering a factory.
Each role acts without speaking, showing its side only through choices.
Each role proposes rule changes that suit it, and the group decides.
Players act out roles in a real situation with no winner, then talk about it.
Each role decides its own aim, as people in real situations do.
Players play roles, and the role left with the least loses.
Each role writes to the others, as people do in real disputes.
One role belongs to someone absent, such as a river or a child, and players decide for it.
Each role reads the same sign in its own way, as different people read the same news.
Each role tries to sense what the other roles need without being told.
Some roles know the rules and others have to discover them, as in real institutions.
One role holds information the others need but can only hint at it.
Each role makes permanent changes that the other roles have to live with.
Each role acts once a day, and the situation develops slowly.
Each player acts a real role, such as a farmer or an official, in a real situation.
Each role has a different feat, showing how hard different jobs are.
Each role draws the map as they see it, and the maps are compared.
Each role tries to keep their part going, and they need each other to continue.
Each role tries to get what they need, but the system lets nobody succeed.
The game master runs a situation, and each player plays a real role in it.
Passers-by each take a role from the place, such as a vendor or a commuter.
Rolls bring events, and each role responds as they would.
Each role can see a different part of the map, and they share what they know.
The powers each role has make a point about who decides in real life.
Players play the roles they hold in real life, or the roles of people they deal with.
Each role is scored differently, showing how measures favour some roles.
Each role imagines how a future change would affect them.
stakeholder roles neither supports nor works against the feeling excited.
stakeholder roles neither supports nor works against the feeling clever.
stakeholder roles neither supports nor works against the feeling silly.
stakeholder roles neither supports nor works against the feeling tense.
stakeholder roles neither supports nor works against the feeling together.
stakeholder roles neither supports nor works against the feeling sneaky.
stakeholder roles neither supports nor works against the feeling lucky.
stakeholder roles supports the feeling in charge.
stakeholder roles neither supports nor works against the feeling surprised.
stakeholder roles neither supports nor works against the feeling thoughtful.
stakeholder roles works against the feeling fast.
stakeholder roles neither supports nor works against the feeling unfair in a fun way.
stakeholder roles neither supports nor works against the feeling careful.
stakeholder roles neither supports nor works against the feeling daring.
stakeholder roles neither supports nor works against the feeling friendly.