Scenario_Instructions

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Scenario

Scenario is a conversation that creatively describes possible city futures.


Contents

Dice

AKtion Cards

Topic Cards

Conclusion Tags

Scenario Acetates

Pegs

Stickers

Dialogue Cards

Hand of God

Sheffield Map

Acetate Pen

Whistle


1. Select players 1-4, each player chooses a colour and then describes a potential scenario on their cards. (The scenario being an idea around a particular interest that you have)


2. Place 6 reference points onto the map. (You need to place a coloured sticker on 6 possible locations for the scenario enactment)


3. Everyone rolls the dice, the highest roll goes first and they become the instigator. (The remaining players choose a role card to determine their roles within the game, these include organiser, transformer, eraser or regulator)


4. The instigator presents their possible scenario and rolls a dice to determine its location on the map. (Examples of scenarios include urban negotiation, emergence, entropy, self organisation)


5. The instigator starts a dialogue on the dialogue card. (Through elaborating on their scenario and expressing their particular interest in spatial change, architecture etc.)


6. RESTRICTION - Round 1 Life is not fair, you don’t always get to voice your opinion despite being present... what’s that, sorry you don’t get to have a say!!! (The instigator begins by rolling 2 dice, on the outcome of which 2 players are picked, the instigator has the power to restrict one of the potential actors)


7. The chosen actor, in reaction to the instigators dialogue, expresses their individual response. (This reaction is recorded both in text and drawn onto the scenario acetate) NOTE: Steps 6 & 7 are repeated, with the dice being passed around the players until everyone has rolled, subsequent actors reacting to the previously recorded dialogue.


8. WHISTLE - To end the round The whistle is blown at the end of each round, this signifies a stopping point in the dialogue. (Additional drawing on the acetates must stop, until the next round begins)


9. DISCUSSION - Round 2 More parties are brought to the table, the dialogue is reflective on external pressures that affect the decisions taken. (The dialogue continues from round 1 and incorporates chance external pressures, both actors have a chance to add dialogue to the card and diagrams to the acetate)


Topic Cards (T) T cards describe topics that affect many projects and can be factors during their development. (Topics include crime, budget, aesthetics and traffic)

AKtion Cards (AK) AK cards display keywords or actions which might affect the scenario being played out. (Possibilities include self organisation, contingency, the police get involved, and the public receive it well) 10. EXTERNAL PRESSURES - AKtion (AK) and Topic (T) cards AK and T cards come into play when either of the dice rolled shows an AK or T symbol. (The appropriate card is chosen from the stacks and displayed face up on the map for everyone to see, the word or words shown become factors within the ongoing dialogue)


11. Dialogue revolves around the AK and T cards if present in play, alternatively players assume round 1 roles in directing discussion. NOTE: If the same actor is chosen by both dice, they lead the dialogue on their own. NOTE: If opposing views arise, with a decision not amicably reached then a dice off is held, with the highest roller gaining control of the dialogue.


12. Repeat steps 9-11 until each player has rolled the dice. (The conversations develop and the dialogue should be mapped on both the dialogue card and the acetate, the main locations should be marked with a coloured sticker.)


13. The game concludes with the writing up of the scenario conclusion on a coloured tag, which is attached to the map. (During the rounds the dialogue is developed, leading to an idea or an action on the city futures that would be the finishing point of the scenario)


14. FRUSTRATION - Hand of God At any point throughout the game the ‘Hand of God’ can be invoked. (It comes into action when a player inappropriately interrupts the dialogue or when the discussions become silly. It is signified through brandishing the glove at the player in violation)


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