
Social Deal Secondary Facilitation Guide
Setup Instructions
Number of players
Each set of Pathways Paradox can support between 16 to 32 players. The optimum number per set is 28 players, but it works well with a fewer or greater number of players. If you have more players than that you can use several sets at the same time, and run the games together in the same room. We recommend having at least one facilitator per set that you are using in order to keep on top of what is happening in the game.
If you are playing with fewer than 24 players then you will only use twelve of the character cards, and you should also only use the table resources marked with the twelve meeple icon.
Setting up the room
A game of Pathways Paradox centres around four tables at which the decision makers will sit. These tables should be able to sit about eight people, but you can certainly make do with less, or even make the character players stand while playing as they will be moving around anyway. Make sure that there is enough space between the tables for players to be able to move around the room.
Setting up the tables
On each table you should put the appropriate table sign, allocation rules, one or two resource cards (depending on player numbers), and two dry-wipe whiteboard pens. Lay these out in the centre of the table so they are easy to reach.
Allocating characters
You should give out either twelve or twenty character cards to players first. The rest of the remaining players will be decision-makers. If you are playing with fewer than 24 players then you should use only the character cards marked with the twelve meeple icon. If you have more than 24 players then you can (and should) use all the character cards.
Allocating decision-making
All the players who do not have a character card will be decision-makers. They should be spread evenly between the four tables, with no more than three decision-makers per table. They should sit down at the tables, and distribute the cards (allocation rules and resources) between them.
Player safety
Pathways Paradox is designed to create a sense of frustration in players at the complexity and unfairness of the system. The stories are based on real experiences, and as players play the game they will build an emotional connection. Care should be taken to ensure that players can take a break from the game, and decompress afterwards. There is also potential for some of the stories to be triggering if players have experience of the themes. We have kept the characters with potentially more distressing stories in the ‘20’ cards, so if need be you may want to encourage players to swap characters or choose from the ‘12’ cards if they would find that more comfortable. Encourage players to look after themselves and those around them while playing the game.
Teaching the game
Approach
Your approach to teaching the game can change depending on how many facilitators you have. If you have just on facilitator, then we would suggest doing most of the game explanation to the whole group, and then helping at individual tables as required. If you have two or more facilitators, then you may be able to do an overview to the whole group, and then do some additional explanation at each table.
Briefing the players
You should begin by describing the game, what it is designed to do, and how it is structured. You should explain the central mechanism, of collecting limited resources from tables. You should describe the turn structure, and the limitation on moving between tables only at the start of each turn.
We have created a PowerPoint presentation which you can use to help you brief players.
Running the game
Before you begin
Give players five minutes to read their character card or table materials. You could give them an opportunity to ask questions. But remember you’re not going to tell players where they will find different resources, as finding that out is part of the game. Players should be a little confused, unsure what to do do where to go, as that is part of the feeling that the game is trying to recreate.
Game turns
The game is played over six turns. Each turn should last about ten minutes, but you may want to give players a little longer in the first turn. If you are playing with a smaller number of people then a turn could be faster than ten minutes, particularly once players know what they are doing.
If you can, move around the room to get a feel for when tables have finished their discussion and giving out resources. Some tables will be faster than others, but try not to rush tables that need a bit longer. Don’t let players move tables until the turn is complete.
Once a turn is complete, announce to players that it is now the next turn, and they can move to a different table. Also remind the decision-makers that they can now use the resources from the new turn, but that they can also still give out any unused resources from previous turns.
As the energy builds, players will want to move tables early, but do your best to prevent or discourage this. In some turns you might find that no players visit one of the tables. This is ok - players will learn that as resources are limited it can be worth going to a quiet table to get first choice, and so this will resolve itself during the game.
Players may ask where they can find a particular resource, or say that they have looked everywhere and not found it. Encourage them to explore further, or to speak to other players. But don’t tell them where they should go, as this uncertainty is part of the game.
Finishing the game
When you announce the sixth and final turn, remind players that this is their last opportunity to gather resources and that they should select wisely. Players will be more focussed, and know what they need, so you might find that this turn resolves quite quickly.
After the game
Debrief and discussion
An important part of serious games is the reflection on what happened. In a large game it is not possible for any one player to experience everything that happened. Taking time to share stories and reflections will make the activity a more powerful learning tool. You can spend anywhere between 20 minutes and an hour on a debrief, but 30 minutes will often be enough. Ask each table of decision-makers in turn to share their experience: what happened, what was it like? Ask a selection of player characters to describe their journey in the game. Finally, ask players to discuss what they would take away from the experience: about services, about the system, about what might need to change. If possible, you may want to relate this explicitly to the work that your organisation does.
Decompress
The game is an intense experience, and people can be affected by the emotions and stories in the game. Encourage people to take a moment to step away from that experience, to take time if they need it, or to talk about it with others. Check that everyone is ok.