The Tom Peters Business School in a Box (1995)
ag.gameitem.AGID:
Playtime: 0
Min. Age: 0
Number of Players:
5 - 8
ag.gameitem.publisher:
Knopf
Designers:
Richard F. Dutcher,
Eric Goldberg,
Debbie Notkin
Artists:
Unknown
Mechanics:
Cooperative Game,
Role Playing,
Simulation
Beschreibung
This is a simulationist role-playing exercise similar to those used in classrooms.
The players in a scenario take on corporate roles (e.g., CFO, division VP) and are given random personal agendas. After briefing material is read the scenario begins with a timed discussion of the decisions required and what order to make them in. The time then allowed for each decision is determined by drawing a time card. Random events are rolled for before each discussion.
After all decisions are recorded someone goes through something like a paragraph-based game using the decisions, random events, and luck points (which were accumulated earlier). This eventually leads to a result paragraph which tells the participants how they did. A similar but simpler process is used to resolve how each player did on their personal agenda.
Two scenarios are provided:
Executives at Ford in 1968 planning a new small car model.
Executives at an imaginary technology company in 1992 planning a new CD-ROM drive.
This is a simulationist role-playing exercise similar to those used in classrooms.
The players in a scenario take on corporate roles (e.g., CFO, division VP) and are given random personal agendas. After briefing material is read the scenario begins with a timed discussion of the decisions required and what order to make them in. The time then allowed for each decision is determined by drawing a time card. Random events are rolled for before each discussion.
After all decisions are recorded someone goes through something like a paragraph-based game using the decisions, random events, and luck points (which were accumulated earlier). This eventually leads to a result paragraph which tells the participants how they did. A similar but simpler process is used to resolve how each player did on their personal agenda.
Two scenarios are provided:
Executives at Ford in 1968 planning a new small car model.
Executives at an imaginary technology company in 1992 planning a new CD-ROM drive.
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-30 01:05:51.44