I truly enjoyed the “Managing werewolves” article by Michael Lopp.
This isn’t role-playing: this is life or death
Werewolf is a game and games are fictionalized simplifications of life that allow you to explore extremes of social interactions in ways you normally cannot. In real life, there’s a subtle but detectable flow to how a group of people interact. People adopt standard roles and act according to discernible rules. Unfortunately, it’s an impossibly long set of rules, because the rules vary as much as each person is different. In Werewolf, on the other hand, there’s a very small set of rules:
- Villagers, kill Werewolves as best you can.
- Werewolves, kill Villagers as best you can.
- Sleep when you’re told to.
- Survive.
Interwoven within these rules is the actual game, and therein lies the brilliance of a solid game of Werewolf: It’s a crucible of people dynamics, improvisation, and intellectual combat. In just a few short hours of game play, you realistically experience some of the worst meeting scenarios imaginable—and the motivation to handle these scenarios with care and agility because, well, you don’t want to die. I’m optimistic and, sometimes, realistic. I don’t actually believe someone will deliberately lie under normal circumstances, or that they are purely evil. There are those who have agendas that don’t align with mine, which gives them incentive to work against my interests, but they’re not just out to screw me—they’re out to succeed. Just like me. In reality, most meetings aren’t high-pressure, survival-of-the-fittest lynchfests. Many meetings are well structured affairs with hardly a drop of blood spilled. But each time you speak in a meeting, you get a moment in the spotlight to demonstrate that yes, you understand what’s going on, you are clear about the rules of this particular game, and you’re in it to win.