Materials: Paper and pencils; Index cards or printed cutouts; A small shared play space; Analog fallback: chalk on sidewalk works outdoors
Artifact: A one-rule game plus a silent watch log
Kills: A designer's job is to make the game fun.
A rule is an agreement about what happens. Fun is optional. Clarity is not.
This lesson needs no screens. Print the cutouts or copy them by hand.
Write the rule, then watch someone play. Do not help.
Write the rule, then watch someone play. Do not help.
Write the rule, then watch someone play. Do not help.
Write the rule, then watch someone play. Do not help.
Kill this idea early: your job is not to rescue the player. Your job is to notice what the rule actually does.
Write your rule on a card:
Trade cards with another group. Their job is to play your rule cold.
Use the silent-watch habit:
What changed when someone else interpreted your words?
Keep the rule card and the watch log. They go in your portfolio / Backpack note later.
Misconception killed: “A designer’s job is to make the game fun.” → A designer decides what happens.