WEBVTT - A Game of Werewolf

0:00:00.280 --> 0:00:05.680
<v Speaker 1>Night falls, werewolves, open your eyes and say hello to

0:00:05.760 --> 0:00:11.120
<v Speaker 1>the pack. You're hungry, aren't you? In silent formation, you

0:00:11.160 --> 0:00:15.520
<v Speaker 1>prowl between the farm houses. You smell some warm human blood.

0:00:16.360 --> 0:00:20.400
<v Speaker 1>The pack gathers in the churchyard to confer which of

0:00:20.480 --> 0:00:29.960
<v Speaker 1>the sleeping villagers smells the most delicious to you tonight? Oh? Really? Him?

0:00:30.000 --> 0:00:34.479
<v Speaker 1>All right? Stagger back to your homes, wash the blood

0:00:34.520 --> 0:00:40.479
<v Speaker 1>from your muzzles, and go to sleep. Daybreaks, everyone wakes up.

0:00:41.200 --> 0:00:44.320
<v Speaker 1>There's a sound coming from the town square. The constable's

0:00:44.360 --> 0:00:53.120
<v Speaker 1>bell is ringing. Something terrible has happened. Welcome to Stuff

0:00:53.159 --> 0:01:02.080
<v Speaker 1>to Blow your Mind from how Stuff Works dot Com. Hey,

0:01:02.240 --> 0:01:04.319
<v Speaker 1>welcome to Stuff to Blow your Mind. My name is

0:01:04.400 --> 0:01:07.640
<v Speaker 1>Robert Lamb and I'm Joe McCormick. And during that introduction

0:01:07.760 --> 0:01:11.640
<v Speaker 1>you were either going omg, omg, omg, or you were like,

0:01:11.800 --> 0:01:15.080
<v Speaker 1>what the heck is going on? That's right, uh, for

0:01:15.120 --> 0:01:17.039
<v Speaker 1>those of you who don't know what the heck is

0:01:17.040 --> 0:01:21.160
<v Speaker 1>going on, we were referring to the game of Werewolf,

0:01:21.440 --> 0:01:24.160
<v Speaker 1>sometimes known as Mafia. Right, I came to know this

0:01:24.280 --> 0:01:27.120
<v Speaker 1>game as Mafia. Did you did you do Mafia first?

0:01:27.200 --> 0:01:29.559
<v Speaker 1>Or Werewolf? Werewolf first? And that's one of the reasons.

0:01:29.560 --> 0:01:33.720
<v Speaker 1>I'm a werewolf purist on the game, and I've looked

0:01:33.760 --> 0:01:37.000
<v Speaker 1>down upon those who play it with a Mafia theme.

0:01:37.160 --> 0:01:39.160
<v Speaker 1>Now we will explain the rules to the game if

0:01:39.160 --> 0:01:40.880
<v Speaker 1>you don't know what they are in just a minute.

0:01:40.920 --> 0:01:44.319
<v Speaker 1>But so I came to know this game first as Mafia,

0:01:44.959 --> 0:01:46.759
<v Speaker 1>and I played it when I was in high school.

0:01:46.760 --> 0:01:48.320
<v Speaker 1>I played it with a bunch of friends of mine

0:01:48.520 --> 0:01:51.600
<v Speaker 1>down in their basement, and we would play for hours

0:01:51.680 --> 0:01:53.960
<v Speaker 1>at a time. It could just go on and on

0:01:54.040 --> 0:01:57.840
<v Speaker 1>and on, and we'd introduce all these ridiculous variations, because,

0:01:57.880 --> 0:02:00.200
<v Speaker 1>as you'll learn, once you know the basic rule of

0:02:00.240 --> 0:02:02.760
<v Speaker 1>this game, it can take on any kind of textural

0:02:02.920 --> 0:02:05.520
<v Speaker 1>overlay you want. It can be about werewolves, it can

0:02:05.560 --> 0:02:08.480
<v Speaker 1>be about Mafia, or as we did when I was

0:02:08.520 --> 0:02:11.720
<v Speaker 1>in high school, it can be about elves and orcs.

0:02:12.280 --> 0:02:14.680
<v Speaker 1>And so every time a character dies, I guess they

0:02:14.680 --> 0:02:18.000
<v Speaker 1>wouldn't die that the moderator would say, depart to Valan

0:02:18.160 --> 0:02:21.800
<v Speaker 1>or oh that's that's good. Yeah. So basically, it's a

0:02:21.880 --> 0:02:25.360
<v Speaker 1>social deception or a social deduction party game, depending on

0:02:25.360 --> 0:02:28.239
<v Speaker 1>how you look at it, in which an informed minority,

0:02:28.440 --> 0:02:32.960
<v Speaker 1>in this case, where wolves attempt to overcome an uninformed majority,

0:02:33.280 --> 0:02:36.519
<v Speaker 1>such as medieval villagers you know, or vice versa, depending

0:02:36.520 --> 0:02:40.040
<v Speaker 1>on which team you're you're playing on. Uh. But yeah,

0:02:40.040 --> 0:02:44.880
<v Speaker 1>it is a deceptively easy game to learn. I found

0:02:44.919 --> 0:02:47.960
<v Speaker 1>that just about anybody can get into it, even if

0:02:47.960 --> 0:02:51.520
<v Speaker 1>you're not a gaming person, because you'll frequently I'll frequently

0:02:51.520 --> 0:02:55.400
<v Speaker 1>find myself at a at a a gathering and not

0:02:55.520 --> 0:02:58.160
<v Speaker 1>everybody will be a board game geek. There'll be some

0:02:58.240 --> 0:03:01.320
<v Speaker 1>board game geeks there, but hard to bring everybody together

0:03:01.360 --> 0:03:03.320
<v Speaker 1>on what to play. This is one of those games

0:03:03.360 --> 0:03:05.320
<v Speaker 1>that brings people together. Well. Right, if you're at a

0:03:05.360 --> 0:03:08.280
<v Speaker 1>party and you say, hey, let's break out the D twenties,

0:03:08.320 --> 0:03:10.800
<v Speaker 1>it's time to play Dungeons and Dragons, a lot of

0:03:10.840 --> 0:03:13.440
<v Speaker 1>people are not not just going to be weirded out

0:03:13.440 --> 0:03:16.560
<v Speaker 1>by the geekiness of it, but they're also going to be, like,

0:03:17.000 --> 0:03:19.440
<v Speaker 1>all these rules, I gotta learn how to play. It's

0:03:19.440 --> 0:03:21.960
<v Speaker 1>really for some people they just don't want to be

0:03:22.000 --> 0:03:24.720
<v Speaker 1>bothered with all of the minutia of how to play

0:03:24.800 --> 0:03:26.960
<v Speaker 1>the game and what the hit points are and everything.

0:03:27.639 --> 0:03:30.800
<v Speaker 1>Were Wolf is like a version of D and D

0:03:30.840 --> 0:03:34.160
<v Speaker 1>that takes away almost every single rule and strips it

0:03:34.200 --> 0:03:37.560
<v Speaker 1>down to just pure role playing and basically the only

0:03:37.680 --> 0:03:42.840
<v Speaker 1>dynamics in the game are accusation and lying and killing. Yeah,

0:03:42.880 --> 0:03:44.920
<v Speaker 1>and and you don't need to you don't need a board.

0:03:45.160 --> 0:03:46.920
<v Speaker 1>You don't need to buy a copy of the game,

0:03:46.920 --> 0:03:49.960
<v Speaker 1>though there are some nice print versions of the game available.

0:03:50.400 --> 0:03:52.480
<v Speaker 1>But basically, all you need or just some index cards

0:03:52.560 --> 0:03:55.800
<v Speaker 1>or scraps of paper and a willingness to either draw

0:03:55.880 --> 0:03:58.160
<v Speaker 1>a werewolf and some villagers on them or just throw

0:03:58.280 --> 0:04:01.280
<v Speaker 1>some ws and v's and hand out the scraps. Robert,

0:04:01.320 --> 0:04:04.480
<v Speaker 1>you have made me this morning an amazing collection of

0:04:04.800 --> 0:04:08.800
<v Speaker 1>Werewolf game player cards on I believe how stuff works

0:04:08.880 --> 0:04:12.120
<v Speaker 1>branded envelopes. Oh yeah, yeah, I mean, because you can

0:04:12.160 --> 0:04:14.560
<v Speaker 1>really use anything and you can just throw them together

0:04:14.600 --> 0:04:16.720
<v Speaker 1>at the drop of a hat. So it works well.

0:04:16.760 --> 0:04:19.080
<v Speaker 1>If you're with people at a cabin or something, or

0:04:19.080 --> 0:04:21.279
<v Speaker 1>even in a hotel room, you can grab that that

0:04:21.360 --> 0:04:26.640
<v Speaker 1>Howard Johnson notepad and the Howard Johnson pen and pages

0:04:26.680 --> 0:04:29.200
<v Speaker 1>of the Gideon Bible. Yeah, if you want to go

0:04:29.480 --> 0:04:32.200
<v Speaker 1>sacrilegious on it. Um and you might have to tweak

0:04:32.240 --> 0:04:35.000
<v Speaker 1>the the fluff there a little bit for it. But

0:04:35.000 --> 0:04:37.000
<v Speaker 1>but but yeah, this is this game is just a

0:04:37.000 --> 0:04:39.799
<v Speaker 1>wonderful balance of to put it in those gaming terms

0:04:39.839 --> 0:04:43.599
<v Speaker 1>simplistic mechanics, but the deep mechanics once you start playing

0:04:43.600 --> 0:04:46.159
<v Speaker 1>with it, and and and then entertaining fluff. Yeah, and

0:04:46.200 --> 0:04:50.120
<v Speaker 1>they will eventually prove scientifically and technologically relevant, which is

0:04:50.160 --> 0:04:53.600
<v Speaker 1>the interesting thing and what justifies this foray into the

0:04:53.680 --> 0:04:57.400
<v Speaker 1>land of the Werewolves today. But I think for those

0:04:57.480 --> 0:04:59.480
<v Speaker 1>people out there who have never played the game and

0:04:59.520 --> 0:05:02.080
<v Speaker 1>are silk on what what's going on, we should describe

0:05:02.080 --> 0:05:04.440
<v Speaker 1>the rules, right, And hey, I just wanted to let

0:05:04.520 --> 0:05:07.479
<v Speaker 1>you know we played a few rounds of were a

0:05:07.480 --> 0:05:09.960
<v Speaker 1>Wolf with our co workers here in the opposite how

0:05:10.000 --> 0:05:12.560
<v Speaker 1>Steph works, and so we may play a few clips

0:05:12.600 --> 0:05:15.000
<v Speaker 1>for you from those games. And I wanted to give

0:05:15.000 --> 0:05:18.000
<v Speaker 1>a shout out to our co workers Alex, Lauren tar

0:05:18.480 --> 0:05:21.120
<v Speaker 1>Ramsey and Sarah for being really great sports and for

0:05:21.240 --> 0:05:23.839
<v Speaker 1>killing us again and again. Yeah, they really got into it.

0:05:23.880 --> 0:05:26.200
<v Speaker 1>We had to, We had to remove a fair amount

0:05:26.200 --> 0:05:29.840
<v Speaker 1>of cursing, but it was worth it. So at the

0:05:29.880 --> 0:05:31.800
<v Speaker 1>beginning of the game, you gathered together a bunch of

0:05:31.839 --> 0:05:36.279
<v Speaker 1>players and every player is randomly assigned a card telling

0:05:36.320 --> 0:05:39.240
<v Speaker 1>them their role. So for most players, you're going to

0:05:39.279 --> 0:05:44.080
<v Speaker 1>be a villager for a select minority in a group

0:05:44.360 --> 0:05:50.279
<v Speaker 1>of say eight, your select minority might be like two,

0:05:51.200 --> 0:05:54.760
<v Speaker 1>and those players are going to be werewolves. Then the

0:05:54.839 --> 0:05:58.440
<v Speaker 1>game proceeds into two phases that repeat back and forth,

0:05:58.640 --> 0:06:01.760
<v Speaker 1>night and day, day and night. Now a game master

0:06:01.960 --> 0:06:04.880
<v Speaker 1>runs the game and informs everyone when to close their eyes,

0:06:04.920 --> 0:06:07.280
<v Speaker 1>when to open their eyes. So you would say something like,

0:06:07.320 --> 0:06:11.760
<v Speaker 1>al right, villagers, nightfalls and your sleepy medieval town. Everyone

0:06:11.800 --> 0:06:16.120
<v Speaker 1>closes their eyes except for the werewolves. Werewolves, open your

0:06:16.120 --> 0:06:20.120
<v Speaker 1>eyes and indicate who shall die tonight. So the werewolves

0:06:20.560 --> 0:06:24.040
<v Speaker 1>silently confer. They usually with some kind of eye contact

0:06:24.160 --> 0:06:26.880
<v Speaker 1>or pointing game, and they figure out who they want

0:06:26.920 --> 0:06:29.880
<v Speaker 1>to devour or I don't know, just disembowel and leave

0:06:29.920 --> 0:06:31.600
<v Speaker 1>in the middle of the town. Yeah. I mean, that's

0:06:31.600 --> 0:06:34.320
<v Speaker 1>the delightful thing about about being the game masters. You

0:06:34.440 --> 0:06:36.960
<v Speaker 1>get to throw in details about how they're torn apart.

0:06:40.600 --> 0:06:44.760
<v Speaker 1>All right, the sun comes up, but not for you,

0:06:44.839 --> 0:06:50.800
<v Speaker 1>horse trainer. He was eating right down to the boots

0:06:51.240 --> 0:06:56.320
<v Speaker 1>and I didn't even get a chance. It's a little

0:06:56.360 --> 0:06:58.560
<v Speaker 1>less pressure now that I'm dead trying to lead the body.

0:06:58.560 --> 0:07:06.600
<v Speaker 1>I need some supplies. Robert, what's your favorite terror parts story? Oh, generally,

0:07:06.600 --> 0:07:08.920
<v Speaker 1>I just have like a portion of the individuals left

0:07:08.960 --> 0:07:11.800
<v Speaker 1>behind because I like the idea that the werewolves are

0:07:11.840 --> 0:07:14.760
<v Speaker 1>becoming so confident that they don't even have to eat everything,

0:07:15.160 --> 0:07:17.520
<v Speaker 1>and they would just they're just as happy to spread

0:07:17.680 --> 0:07:20.760
<v Speaker 1>terror throughout the town as anything else. I'm still so

0:07:20.800 --> 0:07:25.960
<v Speaker 1>full from that policeman last night. All right, So night

0:07:26.080 --> 0:07:29.040
<v Speaker 1>eventually comes to an end. That phase ends how the

0:07:29.120 --> 0:07:32.679
<v Speaker 1>villagers wake up, they find out who has been eaten

0:07:32.920 --> 0:07:35.400
<v Speaker 1>or torn apart in the night, and then they have

0:07:35.520 --> 0:07:39.880
<v Speaker 1>to dish out their own medieval mob justice. Right, So

0:07:39.920 --> 0:07:42.200
<v Speaker 1>the dead villager who has been chosen by the werewolves

0:07:42.320 --> 0:07:45.280
<v Speaker 1>is removed from the game, and I would say, for

0:07:45.480 --> 0:07:48.120
<v Speaker 1>total purity, I think that villager should not only be

0:07:48.200 --> 0:07:50.840
<v Speaker 1>removed from play and can't make any comments, but should

0:07:50.880 --> 0:07:53.320
<v Speaker 1>be banished from the room where everyone is playing, or

0:07:53.320 --> 0:07:56.240
<v Speaker 1>at least into the corner there's got to be some steaks.

0:07:56.560 --> 0:07:59.760
<v Speaker 1>Well I but then you have somebody who gets eliminated

0:07:59.840 --> 0:08:02.480
<v Speaker 1>right away, and well what I usually say is, look,

0:08:02.480 --> 0:08:06.120
<v Speaker 1>you're a ghost now, and you can't talk. You can observe,

0:08:06.440 --> 0:08:08.320
<v Speaker 1>but you can't talk. And it's always amusing when the

0:08:08.320 --> 0:08:12.080
<v Speaker 1>biggest chatter box in the room is reduced to a ghost.

0:08:12.120 --> 0:08:14.880
<v Speaker 1>You're you're the grandpa and the cloud in the family circus.

0:08:16.840 --> 0:08:19.360
<v Speaker 1>But yeah, so, like like you said, day comes around

0:08:19.400 --> 0:08:23.840
<v Speaker 1>and the villagers have to essentially form a mob to

0:08:23.960 --> 0:08:26.800
<v Speaker 1>find the killer and take care of them. And now,

0:08:27.120 --> 0:08:30.080
<v Speaker 1>since these are werewolves, they're very powerful at night. You

0:08:30.120 --> 0:08:32.280
<v Speaker 1>can't stop them at night when the full moon is out.

0:08:32.320 --> 0:08:35.280
<v Speaker 1>But during the daytime, they're just regular humans and you

0:08:35.320 --> 0:08:37.559
<v Speaker 1>can take them to the gallows if you are pretty

0:08:37.600 --> 0:08:41.439
<v Speaker 1>convinced that they're guilty. But how convinced are you? That's right?

0:08:41.520 --> 0:08:43.600
<v Speaker 1>So it comes down to a lot of a lot

0:08:43.640 --> 0:08:49.200
<v Speaker 1>of blind accusations, a lot of you know, self interested accusations.

0:08:49.840 --> 0:08:53.359
<v Speaker 1>And the cool part two is that you have werewolves

0:08:53.360 --> 0:08:56.520
<v Speaker 1>in there trying to uphold their cover as a human,

0:08:56.720 --> 0:08:59.280
<v Speaker 1>and they're going to make a case to probably for

0:08:59.440 --> 0:09:01.600
<v Speaker 1>a non wolf because because they know who the other

0:09:01.679 --> 0:09:05.600
<v Speaker 1>werewolf or well werewolves are, ye, why would they accuse

0:09:05.679 --> 0:09:08.440
<v Speaker 1>one of their own. So if you're Alice the werewolf,

0:09:08.480 --> 0:09:11.360
<v Speaker 1>you don't want to accuse Jeff the werewolf. You want

0:09:11.400 --> 0:09:14.800
<v Speaker 1>to accuse Rodney the villager of being a werewolf, right,

0:09:14.960 --> 0:09:18.360
<v Speaker 1>or jump on someone else's suspicion, uh, and then start

0:09:18.480 --> 0:09:22.200
<v Speaker 1>encouraging that anything to cast the suspicion away from you,

0:09:22.760 --> 0:09:24.880
<v Speaker 1>and at the end of all of this, there'll be

0:09:24.920 --> 0:09:27.880
<v Speaker 1>some sort of a vote. The villagers will decide who's

0:09:27.880 --> 0:09:31.760
<v Speaker 1>going to be executed for the crime of lokanthropy and

0:09:31.800 --> 0:09:34.520
<v Speaker 1>then only then and I think rules may vary on this,

0:09:34.559 --> 0:09:36.720
<v Speaker 1>but the way we play it is that at this

0:09:36.800 --> 0:09:39.880
<v Speaker 1>point they can perform an autopsy and they find out

0:09:40.120 --> 0:09:42.600
<v Speaker 1>if that was indeed a werewolf. Okay, So in some

0:09:42.720 --> 0:09:45.040
<v Speaker 1>versions of the game, you don't find out. You don't

0:09:45.040 --> 0:09:47.920
<v Speaker 1>know whether you just executed an innocent villager or a

0:09:47.960 --> 0:09:50.760
<v Speaker 1>werewolf until the end of the game, when it's finally

0:09:50.800 --> 0:09:54.160
<v Speaker 1>revealed who was who. Ah. That sounds rewarding as well,

0:09:54.640 --> 0:09:56.840
<v Speaker 1>because on one hand, with the with the autopsy, it

0:09:56.920 --> 0:09:58.839
<v Speaker 1>gives the person a chance to see like, I told

0:09:58.880 --> 0:10:01.440
<v Speaker 1>you so, I told you I wasn't werewolf, right, But

0:10:01.920 --> 0:10:04.200
<v Speaker 1>on the other hand, I do you're a ghost and

0:10:04.240 --> 0:10:06.439
<v Speaker 1>you can't comment right? Well that I like to think

0:10:06.440 --> 0:10:08.640
<v Speaker 1>that's their last thing they get to shout before they

0:10:08.760 --> 0:10:12.480
<v Speaker 1>drift into the nether realm. Nice. Okay, So you've got

0:10:12.480 --> 0:10:15.720
<v Speaker 1>this day night cycle where somebody, some player dies and

0:10:15.760 --> 0:10:18.400
<v Speaker 1>gets removed from the game every day and every night,

0:10:18.800 --> 0:10:21.680
<v Speaker 1>and the cycle continues until the end of the game.

0:10:21.760 --> 0:10:23.560
<v Speaker 1>So what brings about the end of the game. Well,

0:10:23.800 --> 0:10:27.439
<v Speaker 1>you can tell which team wins if suddenly the werewolves

0:10:27.520 --> 0:10:30.680
<v Speaker 1>out number the humans, right, or in some versions, I

0:10:30.720 --> 0:10:32.920
<v Speaker 1>think if they equal the number of humans. Well, right,

0:10:32.960 --> 0:10:34.800
<v Speaker 1>I mean, if you've got the same number of werewolves

0:10:34.800 --> 0:10:38.079
<v Speaker 1>and villagers. Yeah, and the villagers don't stay much of

0:10:38.080 --> 0:10:40.680
<v Speaker 1>a chance. Yeah, and then it's just werewolves slaughtering humans

0:10:40.679 --> 0:10:43.560
<v Speaker 1>in broad daylight. Welcome to Werewolf City. Yes. Now, of

0:10:43.600 --> 0:10:46.920
<v Speaker 1>course the regular villagers win once they eliminate all of

0:10:46.960 --> 0:10:49.720
<v Speaker 1>the werewolves in their midst and the moderator can announce

0:10:49.760 --> 0:10:52.040
<v Speaker 1>to them You've gotten the last one. Your village is

0:10:52.080 --> 0:10:55.600
<v Speaker 1>safe for now until the next game starts, which is

0:10:55.600 --> 0:10:58.920
<v Speaker 1>probably in about five minutes. Now, that's the basic game

0:10:58.960 --> 0:11:01.920
<v Speaker 1>of Werewolf form. Fia Mafia is exactly the same, except

0:11:01.960 --> 0:11:05.360
<v Speaker 1>instead of werewolves, their mafia members, the same rules, everything is.

0:11:05.440 --> 0:11:08.440
<v Speaker 1>It's just different texture, yeah, different fluff, which I have

0:11:08.520 --> 0:11:11.960
<v Speaker 1>to reiterate that I think werewolves are tremendously more fun

0:11:12.480 --> 0:11:15.440
<v Speaker 1>because I don't really like I don't like playing my

0:11:15.440 --> 0:11:19.320
<v Speaker 1>my cool parlor game with murderous criminals. I like the

0:11:19.360 --> 0:11:23.199
<v Speaker 1>idea of the fantastic Werewolf's gotta be monsters. Yeah, okay,

0:11:23.320 --> 0:11:26.679
<v Speaker 1>so there are a million different ways you can throw

0:11:26.720 --> 0:11:29.480
<v Speaker 1>some spice into this game, right, People play this game

0:11:29.520 --> 0:11:33.960
<v Speaker 1>with all different kinds of crazy invented third party characters,

0:11:34.000 --> 0:11:37.079
<v Speaker 1>so it's not necessarily just villagers and werewolves. What if

0:11:37.120 --> 0:11:40.160
<v Speaker 1>you add in Robert, give me, give me another player class?

0:11:40.480 --> 0:11:42.480
<v Speaker 1>The one I love the most is the sear. Okay,

0:11:42.520 --> 0:11:45.000
<v Speaker 1>how does that work? The seer has a separate phase

0:11:45.040 --> 0:11:47.480
<v Speaker 1>in the night. So there's the phase where the werewolves

0:11:47.480 --> 0:11:50.160
<v Speaker 1>get to open their eyes and pick out who's gonna

0:11:50.160 --> 0:11:51.960
<v Speaker 1>die and then close their eyes. But then you have

0:11:52.000 --> 0:11:54.280
<v Speaker 1>another phase where the sea or opens their eyes and

0:11:54.320 --> 0:11:58.240
<v Speaker 1>they get to point to one person and the game

0:11:58.240 --> 0:12:00.280
<v Speaker 1>master will give them a thumbs up or at comes

0:12:00.320 --> 0:12:04.240
<v Speaker 1>down about there the presence of lecanthropy, So this gives

0:12:04.360 --> 0:12:08.600
<v Speaker 1>one villager the chance to have secret knowledge. Generally, it's

0:12:08.640 --> 0:12:10.160
<v Speaker 1>you know, the odds are gonna play out that it's

0:12:10.160 --> 0:12:12.719
<v Speaker 1>probably gonna be about who is not a werewolf as

0:12:12.760 --> 0:12:15.480
<v Speaker 1>opposed to who is a werewolf? But then they have

0:12:15.559 --> 0:12:17.800
<v Speaker 1>to be careful about tipping their hand and the argument

0:12:17.920 --> 0:12:21.760
<v Speaker 1>so that that follow exactly. So you say, uh, day

0:12:21.800 --> 0:12:23.959
<v Speaker 1>comes around and you say, well, I know Jeff is

0:12:24.000 --> 0:12:26.360
<v Speaker 1>a werewolf because I'm the Seer and I got the

0:12:26.400 --> 0:12:28.760
<v Speaker 1>thumbs up on him last night. Guess who's going to

0:12:28.840 --> 0:12:31.959
<v Speaker 1>die tonight? Obviously the person who's revealed themselves as the

0:12:32.000 --> 0:12:37.120
<v Speaker 1>Seer right now. There are other variations on the privileged

0:12:37.480 --> 0:12:41.240
<v Speaker 1>Knowledge character. There is a for instance, the Innocent Child,

0:12:41.720 --> 0:12:44.640
<v Speaker 1>and this is when I tend to not use. But

0:12:44.720 --> 0:12:48.800
<v Speaker 1>this one involves one player who gets to peak during

0:12:48.840 --> 0:12:51.560
<v Speaker 1>the night, so it's risky. So instead of having a

0:12:51.600 --> 0:12:54.280
<v Speaker 1>separate phase in the night where you can ask the moderator,

0:12:54.600 --> 0:12:57.079
<v Speaker 1>you have the option if you choose to open your

0:12:57.080 --> 0:13:01.000
<v Speaker 1>eyes while the werewolves are conferring, right, and this gives,

0:13:01.000 --> 0:13:04.280
<v Speaker 1>of course the werewolves a chance to actually spot you spying.

0:13:04.880 --> 0:13:08.160
<v Speaker 1>So it adds this extra extra level to the play.

0:13:08.200 --> 0:13:10.560
<v Speaker 1>I guess now. One way I know I have played

0:13:10.640 --> 0:13:12.720
<v Speaker 1>is with a character that would be a doctor, or

0:13:12.760 --> 0:13:16.480
<v Speaker 1>maybe maybe even better would be the apothecary. Well, this

0:13:16.559 --> 0:13:19.120
<v Speaker 1>is kind of like the Seer, but instead of asking

0:13:19.160 --> 0:13:23.360
<v Speaker 1>the moderator every night, the doctor can choose one person

0:13:23.559 --> 0:13:27.560
<v Speaker 1>to make immune. So say the apothecary, can they wake

0:13:27.640 --> 0:13:29.480
<v Speaker 1>up at a different phase in the night and they

0:13:29.480 --> 0:13:32.240
<v Speaker 1>give a potion to someone and if that is the

0:13:32.280 --> 0:13:36.120
<v Speaker 1>same person that the werewolves have selected. That person, that

0:13:36.200 --> 0:13:39.520
<v Speaker 1>person gets saved by the potion. The werewolf attack does

0:13:39.559 --> 0:13:43.040
<v Speaker 1>not succeed. Oh that's nice. There's one that we sometimes

0:13:43.160 --> 0:13:46.480
<v Speaker 1>use called the Hunter, where they get to take somebody

0:13:46.520 --> 0:13:49.280
<v Speaker 1>down with them if they die, which adds some sort

0:13:49.320 --> 0:13:53.720
<v Speaker 1>of like shootout mentality to the proceedings. Another one, I

0:13:53.760 --> 0:13:55.680
<v Speaker 1>don't man if that happens early in the game, the

0:13:55.760 --> 0:13:59.360
<v Speaker 1>Hunter probably is going to be randomly getting another villager, right, yeah,

0:13:59.400 --> 0:14:00.880
<v Speaker 1>I mean that's what of the problems with a real

0:14:01.120 --> 0:14:04.200
<v Speaker 1>you know, itchy crossbow finger, you know. So tell me

0:14:04.240 --> 0:14:06.840
<v Speaker 1>about the Cupid, Robert, Oh, the Cupid is one of

0:14:06.880 --> 0:14:11.040
<v Speaker 1>my favorites. So this is just a villager basically, but

0:14:11.280 --> 0:14:13.560
<v Speaker 1>they get a phase at the very beginning of the

0:14:13.559 --> 0:14:16.040
<v Speaker 1>game where they get to secretly pick two players to

0:14:16.160 --> 0:14:20.000
<v Speaker 1>be star crossed lovers. So if one dies and they

0:14:20.000 --> 0:14:22.480
<v Speaker 1>could be they could be a human villager or they

0:14:22.480 --> 0:14:25.360
<v Speaker 1>could be a werewolf, you know, in masquerading as a villager.

0:14:25.600 --> 0:14:29.280
<v Speaker 1>But if the other lover dies, their character throws themselves

0:14:29.320 --> 0:14:32.400
<v Speaker 1>off a bridge. Love knows no boundaries monster them. Yeah,

0:14:32.440 --> 0:14:34.120
<v Speaker 1>and it's so this one also adds that sort of

0:14:34.120 --> 0:14:37.680
<v Speaker 1>crossfire dynamics of whoa, this happened and then something else

0:14:37.720 --> 0:14:41.320
<v Speaker 1>happened as well. Now you can imagine that the strategy

0:14:41.400 --> 0:14:45.680
<v Speaker 1>in this game. This game is odd because at one level,

0:14:45.720 --> 0:14:47.960
<v Speaker 1>it seems like when you start the game, you're just

0:14:48.000 --> 0:14:51.000
<v Speaker 1>going to be making these totally random accusations. I mean,

0:14:51.040 --> 0:14:52.720
<v Speaker 1>what do you have to go on? Maybe you thought

0:14:52.760 --> 0:14:55.520
<v Speaker 1>you heard somebody next to you opening their eyes. I

0:14:55.520 --> 0:14:57.480
<v Speaker 1>mean it's hard. It's hard to have anything to go

0:14:57.520 --> 0:14:59.000
<v Speaker 1>on at the beginning of the game other than just

0:14:59.080 --> 0:15:03.400
<v Speaker 1>mere suspicion. But strategy I do think tends to come

0:15:03.440 --> 0:15:06.680
<v Speaker 1>in more as the game goes on. Yeah, that first

0:15:06.720 --> 0:15:09.680
<v Speaker 1>phase of play, I think they're in my experience, there

0:15:09.720 --> 0:15:12.360
<v Speaker 1>are basically two elements that are gonna work. Unless somebody

0:15:12.480 --> 0:15:15.920
<v Speaker 1>really does creak their chair and make a very audible

0:15:15.960 --> 0:15:19.640
<v Speaker 1>sign that that clues and everyone else. You're gonna have

0:15:19.960 --> 0:15:24.880
<v Speaker 1>existing uh social dynamics coming into play. So like two

0:15:24.920 --> 0:15:26.880
<v Speaker 1>friends who kind of pick each other at each other

0:15:26.920 --> 0:15:30.040
<v Speaker 1>a lot um, they're likely to accuse each other of

0:15:30.120 --> 0:15:34.440
<v Speaker 1>being awarewolf just because other factors. Uh. If an individual

0:15:34.440 --> 0:15:37.400
<v Speaker 1>in the group has a large beard, I found, they're

0:15:37.440 --> 0:15:41.080
<v Speaker 1>likely to to draw the uh you know, the fun

0:15:41.200 --> 0:15:44.120
<v Speaker 1>suspicion of everyone else because there's nothing else to go on.

0:15:44.280 --> 0:15:47.320
<v Speaker 1>What if they've just got dark dried blood on their lips,

0:15:47.480 --> 0:15:50.640
<v Speaker 1>that'll do it too. Now another thing that comes into

0:15:50.640 --> 0:15:53.760
<v Speaker 1>play so is this when when I play it. When

0:15:53.800 --> 0:15:56.800
<v Speaker 1>I am the gamemaster for a game Awarewolf, I generally

0:15:56.800 --> 0:15:59.760
<v Speaker 1>ask everyone to choose a role in the village. This

0:15:59.840 --> 0:16:02.640
<v Speaker 1>is not a game mechanics role, but just a fluff roll.

0:16:03.160 --> 0:16:05.440
<v Speaker 1>So you're just a villager, but you get to I'm

0:16:05.480 --> 0:16:07.520
<v Speaker 1>the dairy farm Yeah, you get to be the dairy farmer.

0:16:07.600 --> 0:16:10.360
<v Speaker 1>Or you're the you know, you're the town fool, you're

0:16:10.400 --> 0:16:14.200
<v Speaker 1>the you work at the winery, you're a monk, etcetera.

0:16:14.400 --> 0:16:16.760
<v Speaker 1>It just gives it an extra level of role playing fun.

0:16:18.960 --> 0:16:20.440
<v Speaker 1>What do you what do you all do here? What

0:16:20.480 --> 0:16:25.960
<v Speaker 1>are you up doing? The demokratic Republic of I'm a tailor,

0:16:26.000 --> 0:16:30.800
<v Speaker 1>but I'm real bad at it. I'm the I'm the

0:16:30.920 --> 0:16:35.480
<v Speaker 1>leacher in the town. I hear that help you prevent

0:16:36.160 --> 0:16:39.720
<v Speaker 1>pantherpy Yeah? Okay, useful? Useful. A lot of industries sprung

0:16:39.800 --> 0:16:46.000
<v Speaker 1>up around this whole werewolf thing. Try since I build coffins, coffins, lechers,

0:16:46.400 --> 0:16:50.120
<v Speaker 1>terrible tailors, what do you do on the town want

0:16:50.120 --> 0:16:55.480
<v Speaker 1>of you werewolves? Yeah, I'm the werewolf groupiece. I don't

0:16:55.480 --> 0:16:57.280
<v Speaker 1>really have a job. I just like go from North

0:16:57.880 --> 0:17:01.800
<v Speaker 1>Catatonia to South Catatonia and I'm just like, look at

0:17:01.800 --> 0:17:05.440
<v Speaker 1>the werewolf remains. So you would not be wanting to

0:17:05.520 --> 0:17:08.800
<v Speaker 1>kill a werewolf or put one on trial or is

0:17:08.840 --> 0:17:13.480
<v Speaker 1>that your thing? Yes? I leave it there. The werewolf

0:17:13.480 --> 0:17:15.960
<v Speaker 1>traumas has really had an effect in the populary. Yeah,

0:17:16.000 --> 0:17:24.879
<v Speaker 1>I see that, all right. I'm a warlock. Warlock, Okay,

0:17:25.359 --> 0:17:28.879
<v Speaker 1>do you need any fancy ropes? I can make them uncomfortable.

0:17:29.359 --> 0:17:31.680
<v Speaker 1>I need you to come by my place at three

0:17:31.800 --> 0:17:41.800
<v Speaker 1>to do another werewolf protection spelled werewolves. Midwife an the

0:17:41.840 --> 0:17:46.919
<v Speaker 1>only person do anything. Nobody in this village makes food. No, no,

0:17:47.119 --> 0:17:49.400
<v Speaker 1>So we've got a warlock, we've got a midwife, we've

0:17:49.440 --> 0:17:53.040
<v Speaker 1>got a groupie, we've got a terrible tailor, we've got

0:17:53.040 --> 0:17:57.639
<v Speaker 1>a coffin maker, and we've got a bleacher. Yeah. And

0:17:57.800 --> 0:18:00.359
<v Speaker 1>there's just a voice that tells you things that happen,

0:18:00.760 --> 0:18:05.560
<v Speaker 1>Like right now is the sun sets mazy sky and

0:18:05.640 --> 0:18:10.640
<v Speaker 1>the babbling group comes up. If there are two were

0:18:10.720 --> 0:18:18.760
<v Speaker 1>most among us, let me see your eyes. But this

0:18:18.800 --> 0:18:23.240
<v Speaker 1>can also give people ammunition for making blind accusations in

0:18:23.280 --> 0:18:27.120
<v Speaker 1>the opening phase. Okay, so sometimes the accusations wouldn't be

0:18:27.640 --> 0:18:30.439
<v Speaker 1>truly strategic just in terms of winning the game, but

0:18:30.480 --> 0:18:33.400
<v Speaker 1>they might be playing along with some you know, not

0:18:33.520 --> 0:18:36.400
<v Speaker 1>actually strategic elements that are just part of the fluff.

0:18:37.000 --> 0:18:40.399
<v Speaker 1>So it's this weird mix of rationality and irrationality in

0:18:40.400 --> 0:18:43.280
<v Speaker 1>the game play. Yeah, yeah, I would say so. But

0:18:43.359 --> 0:18:46.680
<v Speaker 1>in terms of player classes, classes that have mechanics attached

0:18:46.720 --> 0:18:49.399
<v Speaker 1>to them, the list just goes on and on. There

0:18:49.440 --> 0:18:52.639
<v Speaker 1>there are tons of fun classes to play with. Some

0:18:52.720 --> 0:18:55.359
<v Speaker 1>of them, you know, they kind of break the game, uh,

0:18:55.640 --> 0:18:57.119
<v Speaker 1>and you decide, well, we're not going to have that

0:18:57.160 --> 0:19:02.600
<v Speaker 1>one again. Other ones introduce new mccans, new dynamics that

0:19:02.640 --> 0:19:05.199
<v Speaker 1>they can just keep you playing Werewolf into the wee hours.

0:19:05.400 --> 0:19:07.239
<v Speaker 1>Here's the one I would go with. Tell me if

0:19:07.240 --> 0:19:10.159
<v Speaker 1>you think this would break the game. The RoboCop. So

0:19:10.200 --> 0:19:13.920
<v Speaker 1>the village has one RoboCop that each night can administer

0:19:14.040 --> 0:19:18.359
<v Speaker 1>harsh justice just to a random individual. Or how does it?

0:19:18.400 --> 0:19:21.600
<v Speaker 1>How does the RoboCop decide? I guess the robocops following

0:19:21.760 --> 0:19:24.720
<v Speaker 1>something you a list of orders. Well, it's by the

0:19:24.800 --> 0:19:27.600
<v Speaker 1>rubric of serve the public trust, protect the innocent, and

0:19:27.720 --> 0:19:31.000
<v Speaker 1>uphold the law, and then maybe a secret fourth category

0:19:31.119 --> 0:19:34.479
<v Speaker 1>of course we don't know. Well, hey, hey Robert, Okay,

0:19:34.520 --> 0:19:38.159
<v Speaker 1>so here's the thing. We've just described. This weird game

0:19:38.280 --> 0:19:41.280
<v Speaker 1>about killing your friends and then accusing your friends and

0:19:41.280 --> 0:19:44.840
<v Speaker 1>then killing more of your friends. Why is this so popular?

0:19:45.000 --> 0:19:48.119
<v Speaker 1>I I've had the experience that whenever you introduced this

0:19:48.200 --> 0:19:51.359
<v Speaker 1>to a group of people, especially if they haven't played before,

0:19:51.960 --> 0:19:56.000
<v Speaker 1>they get ravenous for the game and they're they're like, yeah, yeah,

0:19:56.000 --> 0:19:58.480
<v Speaker 1>we gotta play more. Let's let's keep going. Yeah, it's

0:19:58.520 --> 0:20:01.480
<v Speaker 1>so very addictive, and and I think the the appeal

0:20:01.520 --> 0:20:04.280
<v Speaker 1>of the game does come down to a few key reasons.

0:20:04.680 --> 0:20:07.440
<v Speaker 1>So some of these we've already touched on. But first

0:20:07.480 --> 0:20:10.440
<v Speaker 1>of all, there's a very low learning curve. Virtually anyone

0:20:10.520 --> 0:20:13.359
<v Speaker 1>can play. Don't have dn D rules, it's just you

0:20:13.400 --> 0:20:17.080
<v Speaker 1>can learn it in five minutes. And also, again, while

0:20:17.119 --> 0:20:19.280
<v Speaker 1>you can brought by some pretty cool print versions of

0:20:19.280 --> 0:20:22.280
<v Speaker 1>the game, everything you need is easily printed out or

0:20:22.440 --> 0:20:25.119
<v Speaker 1>just scribbled on index cars and you're good to go again.

0:20:25.200 --> 0:20:29.679
<v Speaker 1>Howard Johnson, Stationary and pen and you're playing Werewolf. And

0:20:29.680 --> 0:20:31.760
<v Speaker 1>then there's this if anyone out there has ever played

0:20:31.840 --> 0:20:35.080
<v Speaker 1>rock band or guitar hero at a social gathering. You

0:20:35.119 --> 0:20:37.120
<v Speaker 1>know how that can just sort of treat was popular

0:20:37.160 --> 0:20:39.679
<v Speaker 1>for a while. It was, and I always noticed how

0:20:39.760 --> 0:20:42.680
<v Speaker 1>it just turned the room into this is this zombified

0:20:42.800 --> 0:20:46.280
<v Speaker 1>state where people aren't really interacting socially with each other.

0:20:46.320 --> 0:20:49.800
<v Speaker 1>They're only interacting with each other in this this soulless

0:20:50.760 --> 0:20:54.160
<v Speaker 1>presentation on the screen. It's like what was imagined by

0:20:54.160 --> 0:20:58.359
<v Speaker 1>the bad guys in the movie video Drone exactly. Yeah, Werewolf.

0:20:58.400 --> 0:21:00.919
<v Speaker 1>On the other hand, it actually in Courage is social

0:21:00.960 --> 0:21:04.359
<v Speaker 1>interaction among the players as well as varying degrees of

0:21:04.480 --> 0:21:07.560
<v Speaker 1>role playing depending on you know, how comfortable the group

0:21:07.640 --> 0:21:09.960
<v Speaker 1>is with that. But that will that will come out

0:21:10.080 --> 0:21:13.480
<v Speaker 1>organically as you play. And then, like a lot of

0:21:13.520 --> 0:21:17.240
<v Speaker 1>great games, it's deceptively complex, easy to learn, but full

0:21:17.240 --> 0:21:20.480
<v Speaker 1>of new twists and challenges as the players adapt and

0:21:20.560 --> 0:21:23.280
<v Speaker 1>as new optional rules are introduced, So you learn to

0:21:23.320 --> 0:21:26.000
<v Speaker 1>lie better and you get better at spotting the lies

0:21:26.119 --> 0:21:28.280
<v Speaker 1>of others, and if as you're doing a lot of

0:21:28.280 --> 0:21:30.360
<v Speaker 1>back and forth role playing as well, it just gives

0:21:30.359 --> 0:21:33.199
<v Speaker 1>you more and more ammunition. Now I know. There was

0:21:33.280 --> 0:21:36.240
<v Speaker 1>one interesting article about this game that was published in

0:21:36.280 --> 0:21:39.080
<v Speaker 1>two thousand ten and Wired that we both read, and

0:21:39.160 --> 0:21:40.919
<v Speaker 1>one of the things that it points out is that

0:21:40.960 --> 0:21:45.000
<v Speaker 1>this game is tremendously popular among people who work in

0:21:45.040 --> 0:21:48.199
<v Speaker 1>the tech business. That's a kind of odd thing to note, Like,

0:21:48.400 --> 0:21:50.600
<v Speaker 1>why do you think that is? Yeah, this was an

0:21:50.640 --> 0:21:54.240
<v Speaker 1>interesting article. They talked to Frank Lance, director of the

0:21:54.240 --> 0:21:58.280
<v Speaker 1>New York University Game Center, and he pointed out that

0:21:58.320 --> 0:22:02.800
<v Speaker 1>the game sanctions a lot of a titilating social activity.

0:22:03.560 --> 0:22:08.639
<v Speaker 1>So we're you know, we're talking stuff like flirtation, confrontation, betrayal,

0:22:09.160 --> 0:22:12.280
<v Speaker 1>meaning that it's not only great for extroverts because obviously

0:22:12.320 --> 0:22:15.440
<v Speaker 1>a bunch of extroverted theater majors are going to jump

0:22:15.480 --> 0:22:17.040
<v Speaker 1>in and have a lot of fun with this, but

0:22:17.200 --> 0:22:21.880
<v Speaker 1>introverts as well. Uh, it's instantly have license to engage

0:22:21.880 --> 0:22:24.600
<v Speaker 1>in all of this fun social interactions. Yeah, stuff that

0:22:24.640 --> 0:22:27.440
<v Speaker 1>you might normally be very intimidated to do in real

0:22:27.480 --> 0:22:30.440
<v Speaker 1>life is sanctioned within the game. So there's a lot

0:22:30.440 --> 0:22:34.120
<v Speaker 1>of direct eye contact and accusing people and being yeah,

0:22:34.200 --> 0:22:37.800
<v Speaker 1>like you said, just being very confrontational. It's appealing to

0:22:37.920 --> 0:22:40.639
<v Speaker 1>do that in a controlled setting for people who don't

0:22:40.760 --> 0:22:43.280
<v Speaker 1>feel much permission to do that in the rest of

0:22:43.320 --> 0:22:46.879
<v Speaker 1>their lives, right. So so Frankie pointed out that this

0:22:46.960 --> 0:22:50.480
<v Speaker 1>obviously ended up appealing to more introverted members of the

0:22:50.480 --> 0:22:54.040
<v Speaker 1>tech industry. However, there's a c net article from the

0:22:54.080 --> 0:22:56.920
<v Speaker 1>two thousand nine that pointed out that that the game

0:22:56.960 --> 0:22:59.320
<v Speaker 1>was also a hit with more of the corporate types

0:22:59.359 --> 0:23:03.080
<v Speaker 1>as well, because sure, you're you're not pitching an idea

0:23:03.160 --> 0:23:05.399
<v Speaker 1>to a room full of investors, but you are a

0:23:05.440 --> 0:23:09.160
<v Speaker 1>secret werewolf trying to shift blame onto an innocent human.

0:23:09.320 --> 0:23:12.000
<v Speaker 1>And that's basic CEO of material, right, That's like what

0:23:12.040 --> 0:23:14.800
<v Speaker 1>they teach in business school. Or you're a seer or

0:23:14.840 --> 0:23:17.440
<v Speaker 1>a child with secret inside or info when you're trying

0:23:17.480 --> 0:23:21.760
<v Speaker 1>to make a purely logical case without revealing your privileged status,

0:23:21.840 --> 0:23:24.880
<v Speaker 1>so the level of social interaction can be seen. It's

0:23:24.920 --> 0:23:29.480
<v Speaker 1>practice for actual villainy, or or just this fun exercise

0:23:29.520 --> 0:23:32.480
<v Speaker 1>that lets you, uh, you know, move social muscles that

0:23:32.480 --> 0:23:35.080
<v Speaker 1>don't get a lot of exercise otherwise. I can't wait

0:23:35.119 --> 0:23:37.600
<v Speaker 1>to get all the CEO hate mail and it's gonna

0:23:37.600 --> 0:23:40.239
<v Speaker 1>be great and like Mark Zuckerberg's right, and then you

0:23:40.240 --> 0:23:45.320
<v Speaker 1>guys are totally biased ps not a werewolf. Okay, So

0:23:45.359 --> 0:23:48.960
<v Speaker 1>I've got a theory about why the game is so appealing,

0:23:49.040 --> 0:23:54.720
<v Speaker 1>And I think it's that it mirrors and simultaneously simplifies

0:23:55.320 --> 0:24:00.280
<v Speaker 1>so many high stakes, real life decision dilemmas because cause

0:24:00.359 --> 0:24:02.679
<v Speaker 1>the dynamics sort of like you just mentioned with with

0:24:02.720 --> 0:24:04.919
<v Speaker 1>the idea of this business. You know, you've got some

0:24:04.960 --> 0:24:08.760
<v Speaker 1>bisbro who is a secret werewolf and trying to pull

0:24:08.840 --> 0:24:11.199
<v Speaker 1>one over on the people who are being disadvantaged by

0:24:11.240 --> 0:24:16.520
<v Speaker 1>what he's doing. The dynamic of the informed minority versus

0:24:16.560 --> 0:24:20.600
<v Speaker 1>the uninformed majority is so common in the real world. Basically,

0:24:21.080 --> 0:24:23.080
<v Speaker 1>this is a description of what is meant by the

0:24:23.080 --> 0:24:26.600
<v Speaker 1>word conspiracy. Oh yeah, it's a werewolf conspiracy. Now, the

0:24:26.640 --> 0:24:28.800
<v Speaker 1>concept of a conspiracy, I think gets a bad rap

0:24:28.840 --> 0:24:32.240
<v Speaker 1>because it gets associated with the more wild versions like

0:24:32.359 --> 0:24:37.480
<v Speaker 1>conspiracy theories tends to mean people who think interdimensional Sasquatches

0:24:37.520 --> 0:24:41.240
<v Speaker 1>did nine eleven. But but there's no doubt that under

0:24:41.280 --> 0:24:45.320
<v Speaker 1>the broad definition, conspiracies exist all around us. Like any gang,

0:24:45.880 --> 0:24:50.240
<v Speaker 1>any criminal gang is a conspiracy. Every network of corrupt

0:24:50.280 --> 0:24:53.600
<v Speaker 1>politicians and people who buy favors from them, that's a conspiracy.

0:24:53.640 --> 0:24:56.639
<v Speaker 1>It's an informed minority trying to get advantage over an

0:24:56.720 --> 0:25:01.199
<v Speaker 1>uninformed majority. Unethical company is of course as we mentioned

0:25:01.200 --> 0:25:04.320
<v Speaker 1>could be described as conspiracies, and in every case there's

0:25:04.320 --> 0:25:08.280
<v Speaker 1>this small group working against the interests of the larger group,

0:25:08.320 --> 0:25:12.320
<v Speaker 1>trying to keep their behavior secret and avoid accountability. Meanwhile,

0:25:12.359 --> 0:25:14.480
<v Speaker 1>the larger group is trying to root out all the

0:25:14.520 --> 0:25:17.360
<v Speaker 1>people who are working in secret against them. And it's

0:25:17.520 --> 0:25:20.719
<v Speaker 1>entirely possible in all these real world scenarios that this

0:25:20.760 --> 0:25:24.399
<v Speaker 1>will lead to innocent people getting blamed and unfairly punished.

0:25:24.920 --> 0:25:27.520
<v Speaker 1>And so Where Wolf is cool because it reduces these

0:25:27.560 --> 0:25:31.840
<v Speaker 1>most vexing problems in human civilization to this simple party game.

0:25:31.920 --> 0:25:35.159
<v Speaker 1>This really distilled dynamic and one of the one of

0:25:35.200 --> 0:25:37.399
<v Speaker 1>the cool and appealing things about Where Wolf is that

0:25:37.480 --> 0:25:40.040
<v Speaker 1>at the end of the game, you always get to

0:25:40.080 --> 0:25:43.840
<v Speaker 1>find out what actually happened, right, even if you lose,

0:25:44.160 --> 0:25:47.600
<v Speaker 1>there's resolution to the mystery. You know, in our constant

0:25:47.600 --> 0:25:52.520
<v Speaker 1>prosecution of the various mundane conspiracies in real life, time

0:25:52.560 --> 0:25:54.720
<v Speaker 1>after time we find that we can't be certain what

0:25:54.800 --> 0:25:56.919
<v Speaker 1>really happened. You know, the bad guy gets away with

0:25:56.920 --> 0:25:58.879
<v Speaker 1>it and you never find out what they did or

0:25:58.920 --> 0:26:02.000
<v Speaker 1>who they were, or you prosecute somebody and they claim

0:26:02.040 --> 0:26:04.120
<v Speaker 1>innocence all the way to the gallows and you can

0:26:04.160 --> 0:26:07.040
<v Speaker 1>never really be sure you did the right thing. The

0:26:07.080 --> 0:26:09.760
<v Speaker 1>appeal of Werewolf, I think is you get to play

0:26:09.840 --> 0:26:13.600
<v Speaker 1>this dangerous game that we're all constantly playing in real

0:26:13.720 --> 0:26:16.960
<v Speaker 1>life in simulation, and you get to find out for

0:26:17.080 --> 0:26:20.600
<v Speaker 1>sure how well you did at it. Alright, listeners, on

0:26:20.680 --> 0:26:22.879
<v Speaker 1>that note, I'm gonna ask everyone to close their eyes

0:26:23.520 --> 0:26:27.119
<v Speaker 1>as the commercial break session of play commences, and then

0:26:27.119 --> 0:26:29.119
<v Speaker 1>when we come back, you may open your eyes and

0:26:29.160 --> 0:26:39.919
<v Speaker 1>we will discuss the history of Mafia and Werewolf. The

0:26:39.960 --> 0:26:52.360
<v Speaker 1>Warlock goes by the coffin shop three pm. Un He's

0:26:52.359 --> 0:26:55.160
<v Speaker 1>got his uncomfortable robin that the terrible tailor has tailored

0:26:55.280 --> 0:27:01.160
<v Speaker 1>for him terribly. The coffin acres nowhere to be seen,

0:27:01.800 --> 0:27:04.480
<v Speaker 1>so while he's waiting, the Warlock is taking a tour

0:27:04.520 --> 0:27:08.359
<v Speaker 1>of the facilities. Opens a little baby coffin with spider lamps,

0:27:08.720 --> 0:27:14.240
<v Speaker 1>opens a medium sized coffin, empty satinliner. Opens the large

0:27:14.280 --> 0:27:21.719
<v Speaker 1>sized coffin, and the coffin maker is within everything except

0:27:21.760 --> 0:27:32.960
<v Speaker 1>for his face. The Apothecary, I shouldn't have. I don't

0:27:33.000 --> 0:27:35.600
<v Speaker 1>have any direct dealings with her now. The apothecary has

0:27:35.680 --> 0:27:38.760
<v Speaker 1>wanted to be a werewolf for a long long time,

0:27:40.880 --> 0:27:50.399
<v Speaker 1>so maybe we should just kill her. Alright, open your eyes.

0:27:50.440 --> 0:27:53.280
<v Speaker 1>The sun has risen. Now we've established that the clearly

0:27:53.320 --> 0:27:56.000
<v Speaker 1>superior version of this game is the one with the

0:27:56.000 --> 0:27:59.760
<v Speaker 1>werewolf fluff instead of the Mafia fluff. But we've got

0:27:59.760 --> 0:28:02.639
<v Speaker 1>it it. It was Mafia before it was Werewolf. It

0:28:02.720 --> 0:28:06.280
<v Speaker 1>was definitely Mafia before it was where Wolf. Invented by

0:28:06.320 --> 0:28:09.280
<v Speaker 1>a guy named Dimitri david Off. And I've seen nineteen

0:28:09.320 --> 0:28:11.879
<v Speaker 1>eighty six in nineteen eighties seven sided I think, I

0:28:11.880 --> 0:28:14.240
<v Speaker 1>guess it was just around that period of eighty six

0:28:14.320 --> 0:28:17.439
<v Speaker 1>eighty seven in Russia, right, Yeah, Yeah, he was a

0:28:17.480 --> 0:28:19.679
<v Speaker 1>teacher in Russia, and I think this adds to that,

0:28:19.760 --> 0:28:24.160
<v Speaker 1>maybe the appeal at the mafia uh motif, I don't know. Yeah,

0:28:24.160 --> 0:28:28.840
<v Speaker 1>And he invented it as a psychological exercise for his students. Yeah,

0:28:28.880 --> 0:28:30.960
<v Speaker 1>So he was a psychology student at the time and

0:28:31.000 --> 0:28:33.639
<v Speaker 1>he was teaching high school. And he explains that he

0:28:33.720 --> 0:28:37.000
<v Speaker 1>wanted to teach psychology concepts, but thought that this type

0:28:37.000 --> 0:28:39.440
<v Speaker 1>of game might be better at teaching some of these

0:28:39.440 --> 0:28:42.400
<v Speaker 1>psychology concepts, or at least more appealing to students. Then,

0:28:42.560 --> 0:28:45.200
<v Speaker 1>I don't know, say a traditional lecture might be. I

0:28:45.200 --> 0:28:48.479
<v Speaker 1>can certainly imagine why classes would have more fun playing

0:28:48.560 --> 0:28:51.280
<v Speaker 1>Mafia than they would listening to you talk about the

0:28:51.360 --> 0:28:55.520
<v Speaker 1>latest findings on the science of deception exactly now. Wired

0:28:55.760 --> 0:28:59.560
<v Speaker 1>interviewed David Off in two thousand ten, and it's it's

0:28:59.560 --> 0:29:01.840
<v Speaker 1>a fun article to look up directly, the same one

0:29:01.880 --> 0:29:04.320
<v Speaker 1>we mentioned. I'll try to include a link to it

0:29:04.360 --> 0:29:07.200
<v Speaker 1>on the landing page for this episode. He insisted on

0:29:07.280 --> 0:29:11.200
<v Speaker 1>being interviewed by Wired within the m m O world

0:29:11.200 --> 0:29:15.000
<v Speaker 1>of warcraft for starters. Dude, that's even better than saying

0:29:15.040 --> 0:29:18.440
<v Speaker 1>I'll only do an interview in second life. Yeah, and

0:29:18.480 --> 0:29:21.480
<v Speaker 1>he was. He was extremely dodgy with some of his answers,

0:29:21.520 --> 0:29:24.320
<v Speaker 1>so the resulting interview piece spence most of its time

0:29:24.720 --> 0:29:29.080
<v Speaker 1>placing him within the context of his Russian upbringing before

0:29:29.320 --> 0:29:32.440
<v Speaker 1>moving to the United States. So he was born in

0:29:32.560 --> 0:29:36.560
<v Speaker 1>comments Gurowski near the Kazakhstan border, and this was not

0:29:36.680 --> 0:29:40.120
<v Speaker 1>too far from the nineteen fifty seven Uh kissed him

0:29:40.400 --> 0:29:44.520
<v Speaker 1>nuclear disaster that your Noble explosion, which we've discussed on

0:29:44.560 --> 0:29:47.560
<v Speaker 1>the show before, occurred in nineteen eighty six while he

0:29:47.720 --> 0:29:51.240
<v Speaker 1>was designing Mafia. He was teaching high school at the time.

0:29:51.240 --> 0:29:53.600
<v Speaker 1>As we discussed any tap of game to his students,

0:29:53.840 --> 0:29:56.440
<v Speaker 1>And the crazy thing is it kind of just spreads

0:29:56.440 --> 0:29:58.880
<v Speaker 1>out from there. Yeah, And one thing I love about

0:29:58.880 --> 0:30:02.000
<v Speaker 1>this article is it to Stab Publish, is that he's

0:30:02.040 --> 0:30:05.240
<v Speaker 1>about as weird as you would suspect from somebody who

0:30:05.280 --> 0:30:09.840
<v Speaker 1>invented this weird social deception virus that infects people's parties

0:30:09.880 --> 0:30:13.880
<v Speaker 1>all around the world. Now yeah, uh, Like, I know

0:30:13.920 --> 0:30:16.840
<v Speaker 1>I already mentioned video Drome once today, but it makes

0:30:16.840 --> 0:30:19.160
<v Speaker 1>me think, you know, a person who says I will

0:30:19.160 --> 0:30:22.520
<v Speaker 1>only be interviewed within World of Warcraft is like Brian

0:30:22.600 --> 0:30:26.040
<v Speaker 1>Oblivion and video Drome who will only be interviewed on

0:30:26.160 --> 0:30:29.960
<v Speaker 1>television on a television. Oh man, there's so much potential

0:30:30.000 --> 0:30:34.280
<v Speaker 1>to create a horror franchise about some sort of a

0:30:34.360 --> 0:30:38.560
<v Speaker 1>social deception game like this that just spreads, and it

0:30:38.600 --> 0:30:41.240
<v Speaker 1>spreads so easily based on just how addictive it is

0:30:41.280 --> 0:30:44.280
<v Speaker 1>and the various benefits of play, as we've discussed already.

0:30:44.640 --> 0:30:47.560
<v Speaker 1>But but the crazy thing too here is that this

0:30:47.600 --> 0:30:52.320
<v Speaker 1>is largely a pre Internet age which is spreading, so

0:30:52.600 --> 0:30:58.560
<v Speaker 1>it really doesn't start picking up online until after that's

0:30:58.560 --> 0:31:00.720
<v Speaker 1>when it it hits the the u US according to

0:31:00.800 --> 0:31:03.920
<v Speaker 1>accounts that that we were reading. And this is where

0:31:04.280 --> 0:31:09.960
<v Speaker 1>Andrew Plotkin a k aesarf you might know, missarf Uh.

0:31:09.960 --> 0:31:11.720
<v Speaker 1>He he's the one who picked it up in the

0:31:11.800 --> 0:31:15.120
<v Speaker 1>US and updated it with the werewolf fluff and then

0:31:15.280 --> 0:31:19.959
<v Speaker 1>began distributing it spreading the word of it online. So

0:31:20.000 --> 0:31:22.880
<v Speaker 1>he told Wired magazine the following in two thousand and ten.

0:31:23.400 --> 0:31:25.760
<v Speaker 1>I was fascinated with the game design. I had never

0:31:25.800 --> 0:31:29.120
<v Speaker 1>seen a game with such a pure strategic underpinning, no

0:31:29.240 --> 0:31:32.680
<v Speaker 1>mechanics to be strategic about. It was what poker would

0:31:32.720 --> 0:31:35.400
<v Speaker 1>be if you didn't play with the deck of cards

0:31:35.440 --> 0:31:39.800
<v Speaker 1>but bets solely on other people's bets. It shouldn't have worked,

0:31:40.040 --> 0:31:42.720
<v Speaker 1>but it did. I think he's exactly right about that.

0:31:42.880 --> 0:31:45.840
<v Speaker 1>Like it's it's kind of hard to understand what's so

0:31:45.960 --> 0:31:48.920
<v Speaker 1>appealing about the game until you play it. And I

0:31:48.960 --> 0:31:51.400
<v Speaker 1>wonder out there, if you're somebody who's never played this

0:31:51.440 --> 0:31:53.560
<v Speaker 1>game before and you're listening and you don't get it,

0:31:53.920 --> 0:31:57.520
<v Speaker 1>You're like, what is fun about this? It just sounds boring.

0:31:58.120 --> 0:32:01.320
<v Speaker 1>You've got to try it. I suspect your mind will

0:32:01.320 --> 0:32:04.680
<v Speaker 1>be changed, or maybe this is an occasion for more

0:32:04.720 --> 0:32:06.920
<v Speaker 1>hate mail. And I should point out to that the

0:32:06.960 --> 0:32:10.360
<v Speaker 1>game is is so simple that not only is it

0:32:10.400 --> 0:32:14.280
<v Speaker 1>a popular physical parlor game like that where people physically

0:32:14.320 --> 0:32:17.080
<v Speaker 1>gather into space and play with each other. It also

0:32:17.520 --> 0:32:20.960
<v Speaker 1>is played a lot online in online communities because you

0:32:21.040 --> 0:32:22.720
<v Speaker 1>don't have to have a spec. As long as you

0:32:22.760 --> 0:32:26.560
<v Speaker 1>have a basic social interaction platform, like just a basic

0:32:26.640 --> 0:32:29.600
<v Speaker 1>chat room, you can play a Werewolf. Yeah. You really

0:32:29.640 --> 0:32:32.320
<v Speaker 1>don't need much much more, as long as you have

0:32:32.400 --> 0:32:36.960
<v Speaker 1>some method of of randomizing the roles, which is a

0:32:37.000 --> 0:32:40.400
<v Speaker 1>pretty simple programming feat. That's all you need. As long

0:32:40.400 --> 0:32:43.800
<v Speaker 1>as you've got some kind of side messaging private messaging service. Yeah,

0:32:43.880 --> 0:32:45.520
<v Speaker 1>you can do it now. Another thing I love about

0:32:45.520 --> 0:32:50.240
<v Speaker 1>Werewolf is how closely it resembles a couple of key movies,

0:32:51.200 --> 0:32:53.720
<v Speaker 1>that one one of which I know that you love

0:32:53.760 --> 0:32:56.400
<v Speaker 1>as well. I know where you're going, but hit the

0:32:56.400 --> 0:33:00.360
<v Speaker 1>first one first. Okay. So there's a nineteen four film

0:33:00.360 --> 0:33:05.360
<v Speaker 1>titled The Beast Must Die. It stars Peter Cushing, a

0:33:05.520 --> 0:33:11.520
<v Speaker 1>thirty four year old Michael Gambon Charles Gray seven. Yes, yes,

0:33:11.600 --> 0:33:15.960
<v Speaker 1>he played Blowfield. He was Blowfeld and Diamonds Are Forever,

0:33:16.040 --> 0:33:18.800
<v Speaker 1>that's right. Yeah, he played the Criminologist and Rocky Horror,

0:33:19.200 --> 0:33:22.800
<v Speaker 1>and he also played microft homes on the Jeremy Brett

0:33:23.560 --> 0:33:27.800
<v Speaker 1>Granada Sherlock series. I'm sure he was great at that. Yeah, yeah, yeah,

0:33:27.920 --> 0:33:30.000
<v Speaker 1>it was great and it was terrific and everything. He

0:33:30.200 --> 0:33:33.160
<v Speaker 1>is dry as a bone, yes, man, this is a

0:33:33.280 --> 0:33:37.680
<v Speaker 1>very dry British film, as one might expect, and it's

0:33:37.720 --> 0:33:39.520
<v Speaker 1>a it's a werewolf Who've done it based in a

0:33:39.600 --> 0:33:44.000
<v Speaker 1>large part on the Agatha Christie book and movies, um

0:33:44.200 --> 0:33:47.680
<v Speaker 1>and then there were none. So the film climaxes with

0:33:47.760 --> 0:33:50.320
<v Speaker 1>a scene in which everyone gathers in a parlor and

0:33:50.360 --> 0:33:53.880
<v Speaker 1>they're tested with I think a silver candlestick. They pass

0:33:53.920 --> 0:33:58.160
<v Speaker 1>it around to see who's a werewolf. And this is

0:33:58.200 --> 0:34:00.720
<v Speaker 1>the only movie that I know of to feature a

0:34:00.760 --> 0:34:04.640
<v Speaker 1>werewolf break. This is a brief intermission for the audience

0:34:04.680 --> 0:34:07.560
<v Speaker 1>to discuss their theories on who the werewolf is and

0:34:07.640 --> 0:34:10.319
<v Speaker 1>then vote on the werewolf before you get the big

0:34:10.400 --> 0:34:13.000
<v Speaker 1>reveal in the movie. Now, the really great version of

0:34:13.040 --> 0:34:16.279
<v Speaker 1>this would be that the audience vote determines which real

0:34:16.400 --> 0:34:19.319
<v Speaker 1>they load into the projector and becomes the werewolf in

0:34:19.320 --> 0:34:22.719
<v Speaker 1>the final scene. Yeah, I that was not the case, though.

0:34:22.800 --> 0:34:25.200
<v Speaker 1>It was just a chance to discuss what you thought

0:34:25.239 --> 0:34:28.880
<v Speaker 1>about about the movie up to that point. But I

0:34:28.880 --> 0:34:31.080
<v Speaker 1>feel like we need more werewolf breaks in our films,

0:34:31.120 --> 0:34:34.280
<v Speaker 1>even in non werewolf films. Say, for instance, you're watching

0:34:34.280 --> 0:34:37.080
<v Speaker 1>Glen Gary Glen Ross the movie. Yeah, okay, there are

0:34:37.080 --> 0:34:39.000
<v Speaker 1>no actual werewolves in it, but there I think that

0:34:39.120 --> 0:34:42.040
<v Speaker 1>it's constructive to have a point where the audience talks

0:34:42.080 --> 0:34:44.319
<v Speaker 1>about who might be a werewolf. Well, there's a there's

0:34:44.360 --> 0:34:47.719
<v Speaker 1>a burglary scene, like you could say, pause to discuss film,

0:34:47.840 --> 0:34:52.200
<v Speaker 1>and everyone pauses and goes into an extremely profanity lace

0:34:52.320 --> 0:34:56.680
<v Speaker 1>discussion about who broke into the office and stole those leads. Now,

0:34:56.680 --> 0:34:58.960
<v Speaker 1>another great scene that comes to mind that is very

0:34:58.960 --> 0:35:02.040
<v Speaker 1>reminiscent of Werewolf is, of course, the scene in John

0:35:02.080 --> 0:35:06.160
<v Speaker 1>Carpenter filmed The Thing. I love it. It's the best

0:35:06.160 --> 0:35:09.400
<v Speaker 1>the scenes where you do you're doing the test to

0:35:09.440 --> 0:35:12.680
<v Speaker 1>determine who's got thing blood and who's got human blood.

0:35:12.880 --> 0:35:15.160
<v Speaker 1>That's right. If you've never seen The Thing, it's one

0:35:15.200 --> 0:35:18.279
<v Speaker 1>of the best horror movies ever made, and it's it's

0:35:18.320 --> 0:35:20.840
<v Speaker 1>got what's so great about it, apart from just the

0:35:20.960 --> 0:35:24.200
<v Speaker 1>music and the cast and all that, is that it's

0:35:24.239 --> 0:35:27.360
<v Speaker 1>got these scenes where they're trying to figure out who's

0:35:27.400 --> 0:35:29.920
<v Speaker 1>the thing that's right and uh. And in the original

0:35:30.520 --> 0:35:33.600
<v Speaker 1>John Carpenter adaptation and not the original film version of it,

0:35:33.640 --> 0:35:38.239
<v Speaker 1>obviously Howard hawks. Yeah, And in Carpenter's version, they test

0:35:38.280 --> 0:35:42.919
<v Speaker 1>everyone's blood sample one by one, sticking a heated piece

0:35:42.920 --> 0:35:45.560
<v Speaker 1>of copper wire in there to see if the blood

0:35:45.560 --> 0:35:48.799
<v Speaker 1>acts to defend itself, because the blood would act independent

0:35:48.920 --> 0:35:53.799
<v Speaker 1>of the individual, because it's a crazy shape shifting organism, right,

0:35:53.920 --> 0:35:56.520
<v Speaker 1>Each part is its own organism and the thing, right,

0:35:57.000 --> 0:35:59.799
<v Speaker 1>And so that's the test in that version. However, in

0:35:59.840 --> 0:36:03.360
<v Speaker 1>the two thousand eleven remake, which or it's kind of

0:36:03.360 --> 0:36:06.480
<v Speaker 1>a remake, it's kind of a prequel. Uh I thought

0:36:06.520 --> 0:36:08.440
<v Speaker 1>it was still fun. A lot of a lot of

0:36:08.440 --> 0:36:10.520
<v Speaker 1>people kind of ragged on it, but they do an

0:36:10.560 --> 0:36:13.680
<v Speaker 1>alternate version of the test and by checking to see

0:36:13.719 --> 0:36:17.800
<v Speaker 1>who's who lacks amalgam dental feeling of fillings because the

0:36:18.239 --> 0:36:22.160
<v Speaker 1>theory is that the thing can't form inorganic matter or

0:36:22.160 --> 0:36:24.680
<v Speaker 1>can't replicate it on getting matter. What So if you

0:36:24.760 --> 0:36:29.240
<v Speaker 1>practice good dental hygiene, they're just gonna burn you alive. Yeah,

0:36:29.360 --> 0:36:33.080
<v Speaker 1>it's not as satisfying, but but it's still amusing. That's

0:36:33.160 --> 0:36:36.280
<v Speaker 1>kind of my that's my general review of the film. Okay,

0:36:36.280 --> 0:36:37.759
<v Speaker 1>So if you're still with us and you haven't just

0:36:37.800 --> 0:36:40.040
<v Speaker 1>paused the podcast to go play We're Wolf with your friends.

0:36:40.040 --> 0:36:43.200
<v Speaker 1>You're probably wondering, what is that stuff we referenced earlier

0:36:43.280 --> 0:36:47.120
<v Speaker 1>about We're Wolf showing up in academic literature. Well, We're

0:36:47.160 --> 0:36:50.600
<v Speaker 1>Wolf is an interesting game from several standpoints, and one

0:36:50.640 --> 0:36:54.719
<v Speaker 1>of those standpoints in in academic research would be game theory, right,

0:36:55.040 --> 0:36:57.040
<v Speaker 1>that's right, Yeah, I mean in general, do you see

0:36:57.040 --> 0:37:00.840
<v Speaker 1>it popping up in a lot of different academic papers,

0:37:00.880 --> 0:37:04.839
<v Speaker 1>A lot of different psychological studies, even AI studies as

0:37:04.880 --> 0:37:07.680
<v Speaker 1>well discussed, and a lot of it just comes down

0:37:07.680 --> 0:37:09.319
<v Speaker 1>to the fact that this is a simple game that

0:37:09.360 --> 0:37:12.920
<v Speaker 1>depends heavily on deception and also social inter interaction and

0:37:12.960 --> 0:37:16.560
<v Speaker 1>observational skills good things to model in computers if you

0:37:16.560 --> 0:37:20.919
<v Speaker 1>are very sinister and is David Off himself points out,

0:37:21.080 --> 0:37:23.279
<v Speaker 1>it's not a game you can master. So yeah, you

0:37:23.280 --> 0:37:25.400
<v Speaker 1>can do a certain amount of math in your heads

0:37:25.400 --> 0:37:28.120
<v Speaker 1>sort of card counting, I guess, but it's only going

0:37:28.160 --> 0:37:31.080
<v Speaker 1>to get you so far, and it's ultimately difficult to

0:37:31.080 --> 0:37:34.160
<v Speaker 1>predict who is going to win. Uh, you know, werewolves

0:37:34.200 --> 0:37:37.080
<v Speaker 1>are humans, which is this is This is another wonderful

0:37:37.080 --> 0:37:40.719
<v Speaker 1>thing about it and another reason why gaming can go

0:37:40.800 --> 0:37:42.840
<v Speaker 1>on till one or two in the morning, because you

0:37:42.880 --> 0:37:46.080
<v Speaker 1>don't reach that point where everyone's figured it out and

0:37:46.120 --> 0:37:49.400
<v Speaker 1>you've you've essentially beat the game, or you've evolved beyond

0:37:49.440 --> 0:37:52.279
<v Speaker 1>this game and you need more complex games. The crazy thing,

0:37:52.360 --> 0:37:53.839
<v Speaker 1>of course about all of this is that the game

0:37:53.920 --> 0:37:57.160
<v Speaker 1>started out as a sort of psychological exercise and he

0:37:57.200 --> 0:37:59.920
<v Speaker 1>comes for comes around full circle and becoming a tool

0:38:00.280 --> 0:38:03.759
<v Speaker 1>in various psychological experiments, or or a tool used to

0:38:03.880 --> 0:38:07.719
<v Speaker 1>generate data sets for psychological experiments. And remember how we

0:38:07.800 --> 0:38:11.000
<v Speaker 1>said that you don't need a board, you don't need dice,

0:38:11.120 --> 0:38:14.120
<v Speaker 1>you don't need any other materials. You just need that

0:38:14.200 --> 0:38:16.440
<v Speaker 1>card the glance at once and then stick in your

0:38:16.440 --> 0:38:18.839
<v Speaker 1>pocket or you know, push up under your your butt

0:38:18.840 --> 0:38:23.040
<v Speaker 1>while you play. That isn't that's another key advantage here there.

0:38:23.040 --> 0:38:25.840
<v Speaker 1>The cards are just initial reference points, so there's really

0:38:25.880 --> 0:38:31.040
<v Speaker 1>no reason to break from communication and immersion with other players.

0:38:31.080 --> 0:38:34.480
<v Speaker 1>This is especially important for studies that factor in gaze pattern.

0:38:35.160 --> 0:38:36.960
<v Speaker 1>So it's in a way, it's it's again it's like

0:38:37.000 --> 0:38:40.919
<v Speaker 1>poker without the cards. It's just the pure social experiment, right. Yeah,

0:38:40.960 --> 0:38:42.520
<v Speaker 1>you don't have to look at your cards, you don't

0:38:42.520 --> 0:38:45.680
<v Speaker 1>have to go examine your character sheet. You're just in

0:38:45.760 --> 0:38:49.000
<v Speaker 1>the world. Yeah, like there's a there's a game that

0:38:49.160 --> 0:38:53.200
<v Speaker 1>has some similar style to it called Spyfall that came

0:38:53.239 --> 0:38:55.640
<v Speaker 1>out a few years back, and it's one of these

0:38:55.680 --> 0:38:58.000
<v Speaker 1>that if you're if you're up for the work, you

0:38:58.080 --> 0:39:00.839
<v Speaker 1>can create a pin and paper version of it, but

0:39:01.040 --> 0:39:03.279
<v Speaker 1>you generally have to buy a set. But it's a

0:39:03.280 --> 0:39:05.640
<v Speaker 1>game where there's a lot of fun social interaction, but

0:39:06.000 --> 0:39:09.160
<v Speaker 1>you end up referencing sheets a lot to remind yourself,

0:39:09.200 --> 0:39:11.839
<v Speaker 1>like what are the possible locations to guests in the

0:39:11.840 --> 0:39:14.600
<v Speaker 1>course of play. It's still a fun game, but there

0:39:14.680 --> 0:39:17.920
<v Speaker 1>is a distraction uh element to it that is not

0:39:18.040 --> 0:39:21.760
<v Speaker 1>present in Werewolf. Okay, so we're going to game theory, psychology,

0:39:21.800 --> 0:39:24.920
<v Speaker 1>and artificial intelligence. Let's look at game theory first. How

0:39:24.920 --> 0:39:26.880
<v Speaker 1>how does this game figure into game theory? Well, I

0:39:26.880 --> 0:39:28.840
<v Speaker 1>guess we just need to define what game theory is

0:39:28.880 --> 0:39:31.600
<v Speaker 1>real quick for anyone who's not familiar with it. Uh.

0:39:31.840 --> 0:39:36.160
<v Speaker 1>Its origins lie with John von Neuman and Oscar morgen Stern,

0:39:36.560 --> 0:39:39.960
<v Speaker 1>and they introduced game theory to the world in with

0:39:40.400 --> 0:39:43.920
<v Speaker 1>theory of Games and Economic behavior. So basically, this is

0:39:43.960 --> 0:39:49.320
<v Speaker 1>the study of systems that have differential payoffs and different

0:39:49.680 --> 0:39:54.719
<v Speaker 1>actors within them that have competing motivations. Right, that's right.

0:39:54.880 --> 0:39:57.800
<v Speaker 1>As David k. Levine of the Department of Economics that

0:39:57.880 --> 0:40:00.520
<v Speaker 1>u c. L A. Points out, it's an econom mistake

0:40:00.600 --> 0:40:04.400
<v Speaker 1>on what psychologist would call the study of social situations.

0:40:05.000 --> 0:40:08.440
<v Speaker 1>And you have two branches of game theory broad branches.

0:40:08.480 --> 0:40:10.839
<v Speaker 1>You have cooperative and you have non cooperative. I think

0:40:10.840 --> 0:40:13.040
<v Speaker 1>these are pretty straightforward. And then you have sub branches

0:40:13.080 --> 0:40:18.600
<v Speaker 1>that include decision theory, general equilibrium theory, and mechanism design theory. Now,

0:40:18.640 --> 0:40:22.640
<v Speaker 1>if you've seen papers on game theory before, or explanations

0:40:22.640 --> 0:40:24.759
<v Speaker 1>of game theory before, one thing you're going to see

0:40:24.760 --> 0:40:28.319
<v Speaker 1>a lot of is, for example, tables of payoffs where

0:40:28.360 --> 0:40:31.600
<v Speaker 1>you can have axes along a table that show different

0:40:31.680 --> 0:40:35.280
<v Speaker 1>kinds of decisions you can make within this system. Whatever

0:40:35.320 --> 0:40:39.160
<v Speaker 1>the system is, applies to various you know, vast different

0:40:39.239 --> 0:40:42.239
<v Speaker 1>kinds of situations, but different decisions you can make within

0:40:42.280 --> 0:40:45.719
<v Speaker 1>the system, and what the probability of different payoffs for

0:40:45.760 --> 0:40:48.919
<v Speaker 1>those decisions is. Yeah, they create the creation of, say

0:40:48.920 --> 0:40:52.720
<v Speaker 1>a matrix that shows you what the different payoffs are

0:40:53.280 --> 0:40:58.600
<v Speaker 1>based on different player decisions. Like the classic example of

0:40:58.680 --> 0:41:01.600
<v Speaker 1>this is of course, the the Prisoner's dilemma. Yeah, so

0:41:01.680 --> 0:41:04.800
<v Speaker 1>this is a game where it's a very simple version

0:41:04.800 --> 0:41:07.120
<v Speaker 1>of a game where you don't know what the other

0:41:07.200 --> 0:41:10.520
<v Speaker 1>player is doing, but you can make smarter decisions and

0:41:10.640 --> 0:41:14.200
<v Speaker 1>less smart decisions depending on what the potential payoffs and

0:41:14.239 --> 0:41:17.880
<v Speaker 1>punishments are for different decisions you could make. Yeah, and

0:41:17.880 --> 0:41:20.600
<v Speaker 1>when we say game, it's not a fun parlor game

0:41:20.680 --> 0:41:22.360
<v Speaker 1>now the same my werewolf is. But it's just the

0:41:22.800 --> 0:41:26.480
<v Speaker 1>mechanics of it are simple and and fairly fairly interesting.

0:41:26.880 --> 0:41:30.600
<v Speaker 1>The idea is that you have two prisoners. They each

0:41:30.600 --> 0:41:33.280
<v Speaker 1>were brought in because they're suspected of robbing a bank,

0:41:33.560 --> 0:41:36.239
<v Speaker 1>and they have money stashed away somewhere, and then the

0:41:36.239 --> 0:41:38.440
<v Speaker 1>police are trying to get each one in a separate

0:41:38.520 --> 0:41:41.520
<v Speaker 1>room to turn on the other. So, so rat out

0:41:41.560 --> 0:41:45.120
<v Speaker 1>your buddy and you'll go free. If neither rats, then

0:41:45.160 --> 0:41:48.920
<v Speaker 1>they both got walk free and get their fifty share

0:41:49.080 --> 0:41:53.439
<v Speaker 1>of the stolen money fifty percent. What if I want

0:41:53.480 --> 0:41:56.000
<v Speaker 1>more percent? Well, then you've got to be willing not

0:41:56.080 --> 0:42:00.279
<v Speaker 1>only to rat out your partner, but be darn sure

0:42:00.360 --> 0:42:02.760
<v Speaker 1>that they are not going to rat you out, because

0:42:03.040 --> 0:42:05.880
<v Speaker 1>they're faced with the same problem exactly. So if you

0:42:05.960 --> 0:42:08.560
<v Speaker 1>both rat each other out, then you both go to prison,

0:42:08.800 --> 0:42:11.920
<v Speaker 1>and that money just rots in a hole somewhere. But

0:42:12.160 --> 0:42:15.759
<v Speaker 1>if you rat them out and they don't rat out you,

0:42:15.880 --> 0:42:17.560
<v Speaker 1>then you get to keep all of it and they

0:42:17.719 --> 0:42:20.680
<v Speaker 1>rot in a whole somewhere or at least in the penitentiary.

0:42:21.880 --> 0:42:24.839
<v Speaker 1>So yeah, depending on what the different types of payoffs are,

0:42:24.920 --> 0:42:27.960
<v Speaker 1>there are ways of solving this game. And I guess

0:42:27.960 --> 0:42:32.000
<v Speaker 1>in the case where you're comparing money versus jail time,

0:42:32.160 --> 0:42:34.520
<v Speaker 1>you would have to sort of render the jail time

0:42:34.520 --> 0:42:37.359
<v Speaker 1>in a monetary value or something. But you can work

0:42:37.360 --> 0:42:40.880
<v Speaker 1>out probabilities of what your best decision should be given

0:42:41.000 --> 0:42:45.120
<v Speaker 1>decision matrices like this. Now, as you can imagine, this

0:42:45.160 --> 0:42:48.320
<v Speaker 1>relates to Werewolf, because you have it's a it's a

0:42:48.360 --> 0:42:51.640
<v Speaker 1>great opportunity to try and and chart out the motivations

0:42:51.719 --> 0:42:55.680
<v Speaker 1>and respective payoffs for both villagers and werewolves. Yeah. Now,

0:42:55.840 --> 0:42:58.480
<v Speaker 1>part of the problem with Werewolf, though, is it highly

0:42:58.840 --> 0:43:02.160
<v Speaker 1>it depends very much what variables you allow to come

0:43:02.160 --> 0:43:05.239
<v Speaker 1>into play, because as you've said, the game is deceptively

0:43:05.280 --> 0:43:08.400
<v Speaker 1>simple at its core, but there's all this stuff going

0:43:08.480 --> 0:43:11.240
<v Speaker 1>on and it that makes it more complicated than the

0:43:11.320 --> 0:43:13.960
<v Speaker 1>simple rules would lead you to believe. Yes, and then

0:43:14.000 --> 0:43:15.920
<v Speaker 1>you have, of course, all these social elements you're coming

0:43:15.920 --> 0:43:18.839
<v Speaker 1>into play as well, especially in an opening round, like

0:43:18.880 --> 0:43:22.320
<v Speaker 1>how do you how do you create a proper probabilities

0:43:22.400 --> 0:43:26.160
<v Speaker 1>for Hey, Ramsey has a really long beard and looks

0:43:26.200 --> 0:43:27.880
<v Speaker 1>kind of like a werewolf, So we're going to just

0:43:27.920 --> 0:43:31.239
<v Speaker 1>blindly accuse him of murdering a villager. Well, I mean,

0:43:31.400 --> 0:43:33.640
<v Speaker 1>we would say that in reality, since we know the

0:43:33.680 --> 0:43:36.680
<v Speaker 1>cards are distributed at random, that would be basically a

0:43:36.760 --> 0:43:41.479
<v Speaker 1>random accusation. But I've seen this that that first round

0:43:41.560 --> 0:43:45.320
<v Speaker 1>random accusation pick up a lot of steam because ultimately

0:43:45.400 --> 0:43:48.680
<v Speaker 1>there there are no real world stakes to Werewolf. Of course,

0:43:48.719 --> 0:43:52.879
<v Speaker 1>the question is do players actually do any better when

0:43:52.880 --> 0:43:55.440
<v Speaker 1>they're playing with some kind of strategy than they would

0:43:55.480 --> 0:43:57.879
<v Speaker 1>if they were playing randomly. We'll come back to that,

0:43:58.400 --> 0:43:59.840
<v Speaker 1>all right. So we're not going to hit you with

0:43:59.880 --> 0:44:03.160
<v Speaker 1>a bunch of matrices and equations here, And we also

0:44:03.200 --> 0:44:08.120
<v Speaker 1>can't possibly cover every study, every proproposal, every research project

0:44:08.200 --> 0:44:10.640
<v Speaker 1>to use Mafia or Werewolf, but we're gonna touch on

0:44:10.680 --> 0:44:13.040
<v Speaker 1>some of the interesting studies and it's worth recognizing some

0:44:13.120 --> 0:44:16.760
<v Speaker 1>of the recurring features of these studies. So more often

0:44:16.800 --> 0:44:19.760
<v Speaker 1>than not, you're going to encounter a very boiled down

0:44:19.920 --> 0:44:23.840
<v Speaker 1>version of the Werewolf rules. So no cupids or anything, right, Like,

0:44:23.920 --> 0:44:28.200
<v Speaker 1>generally they're gonna be most interested with just villagers and werewolves,

0:44:28.200 --> 0:44:31.600
<v Speaker 1>no detectives, no seers or what have you, because let's

0:44:31.640 --> 0:44:34.040
<v Speaker 1>face it, those are those are pretty great mechanics, just

0:44:34.480 --> 0:44:37.240
<v Speaker 1>right out of the box. Right. And also we mentioned

0:44:37.280 --> 0:44:40.239
<v Speaker 1>the social dynamics that come into play, and these again

0:44:40.280 --> 0:44:43.160
<v Speaker 1>can be very difficult to model. So you might be wondering,

0:44:43.200 --> 0:44:47.000
<v Speaker 1>as a matter of course, generally, who wins when you

0:44:47.040 --> 0:44:50.080
<v Speaker 1>play this game you've got werewolves versus villagers. Is there

0:44:50.120 --> 0:44:53.080
<v Speaker 1>is there a standard way to predict who wins more often? Well,

0:44:53.120 --> 0:44:56.520
<v Speaker 1>there was a probability paper called a Mathematical Model of

0:44:56.560 --> 0:45:00.719
<v Speaker 1>the Mafia Game in by PYOTR mcdowah uh, and it

0:45:00.880 --> 0:45:03.680
<v Speaker 1>found and this is a big this is a big caveat,

0:45:03.719 --> 0:45:07.680
<v Speaker 1>but it found in a simulation where all killings are random,

0:45:07.880 --> 0:45:11.440
<v Speaker 1>so nobody has any special information. In each round, the

0:45:11.520 --> 0:45:16.040
<v Speaker 1>villagers execute somebody random and the werewolves kill somebody random.

0:45:16.040 --> 0:45:18.960
<v Speaker 1>In this version of play quote, it turns out that

0:45:19.040 --> 0:45:22.680
<v Speaker 1>a relatively small number of the Mafia members i e.

0:45:22.840 --> 0:45:25.880
<v Speaker 1>Proportional to the square root of the total number of

0:45:25.920 --> 0:45:29.520
<v Speaker 1>players gives an equal winning chance for both groups. So

0:45:29.560 --> 0:45:32.320
<v Speaker 1>if your number of mafia members is about the square

0:45:32.440 --> 0:45:35.560
<v Speaker 1>root of the total number of players. It should be

0:45:35.640 --> 0:45:38.720
<v Speaker 1>roughly fifty fifty. But the game isn't always that simple,

0:45:38.840 --> 0:45:42.800
<v Speaker 1>and maybe the maybe players are better than random chance.

0:45:42.880 --> 0:45:46.200
<v Speaker 1>What do you think, Robert, Yeah, I mean, especially when

0:45:46.239 --> 0:45:48.759
<v Speaker 1>you factor in all these just additional aspects of the

0:45:48.760 --> 0:45:52.000
<v Speaker 1>social dynamics. Uh. So the author here, he has another

0:45:52.080 --> 0:45:54.560
<v Speaker 1>quote that I think sums up the difficulties of modeling

0:45:54.600 --> 0:45:58.360
<v Speaker 1>the game. He says, quote a dry mathematical model maybe

0:45:58.360 --> 0:46:01.759
<v Speaker 1>a backbone of a more complex one, but certainly is

0:46:01.800 --> 0:46:04.839
<v Speaker 1>not enough to describe a real game. During course of play,

0:46:04.920 --> 0:46:08.920
<v Speaker 1>citizens gain some information, either by discovering another's identity by

0:46:08.920 --> 0:46:14.080
<v Speaker 1>themselves or trying to catch messages. Furthermore, voting maybe subject

0:46:14.080 --> 0:46:17.919
<v Speaker 1>to some kind of witch hut mentality. Moreover, rarely are

0:46:17.960 --> 0:46:20.640
<v Speaker 1>all players the same. Usually they are ones with higher

0:46:20.640 --> 0:46:23.759
<v Speaker 1>and lower influence on the others. Right, so some people

0:46:23.800 --> 0:46:26.440
<v Speaker 1>are just really good at leading the angry mobs to

0:46:26.560 --> 0:46:30.360
<v Speaker 1>drag somebody to the gallows. Uh. Sometimes people do actually

0:46:30.440 --> 0:46:33.600
<v Speaker 1>get some kind of useful information in the course of play.

0:46:33.920 --> 0:46:38.000
<v Speaker 1>I discovered a section in a book um that goes

0:46:38.040 --> 0:46:40.879
<v Speaker 1>into some of these interesting variations on the game and

0:46:41.360 --> 0:46:44.120
<v Speaker 1>so so Robert, see if you'll follow me down this path,

0:46:44.200 --> 0:46:46.720
<v Speaker 1>I want to see how this comparison to your werewolf experience.

0:46:46.760 --> 0:46:49.560
<v Speaker 1>So the American writer Adam gott Nick, you might know

0:46:49.680 --> 0:46:53.040
<v Speaker 1>him from good essays in the New Yorker. Yeah stuffs

0:46:53.080 --> 0:46:55.880
<v Speaker 1>come up on here before Yeah um. He published a

0:46:55.880 --> 0:46:58.879
<v Speaker 1>book in two thousand and eight called Through the Children's Game,

0:46:58.920 --> 0:47:01.040
<v Speaker 1>A Home in New York, which is basically a memoir

0:47:01.080 --> 0:47:03.640
<v Speaker 1>about life in New York City, especially after nine eleven,

0:47:04.080 --> 0:47:07.120
<v Speaker 1>And in one section of the book he talks about

0:47:07.160 --> 0:47:11.160
<v Speaker 1>this period where his friends have become addicted to a

0:47:11.239 --> 0:47:15.239
<v Speaker 1>variant of Werewolf. Though the version they plays Mafia. You know,

0:47:15.880 --> 0:47:19.080
<v Speaker 1>you can't judge them too harshly. They are in New York. Uh,

0:47:19.160 --> 0:47:21.440
<v Speaker 1>so that's a touchstone for them. And they play in

0:47:21.440 --> 0:47:25.719
<v Speaker 1>groups of fifteen to twenty with three Mafia a narrator

0:47:25.840 --> 0:47:30.560
<v Speaker 1>called God one commandante who's the detective character basically the

0:47:30.600 --> 0:47:33.080
<v Speaker 1>same as the Seer, and then the rest are villagers.

0:47:33.800 --> 0:47:35.960
<v Speaker 1>That's a big game. I like it. So Gotten Ex

0:47:36.000 --> 0:47:39.040
<v Speaker 1>played a lot, and he reports that the villagers win

0:47:39.560 --> 0:47:42.360
<v Speaker 1>more often than the Mafia. So a minute ago we

0:47:42.400 --> 0:47:45.520
<v Speaker 1>saw that mathematically, if if players are doing no better

0:47:45.560 --> 0:47:48.520
<v Speaker 1>than random, you should predict about a fifty fifty chance

0:47:48.680 --> 0:47:51.440
<v Speaker 1>for each team to win. But Gottenix says the villagers

0:47:51.480 --> 0:47:54.120
<v Speaker 1>win more often, and he says that in his experience,

0:47:54.200 --> 0:47:57.800
<v Speaker 1>the best starting strategy if you're a villager is simply

0:47:57.880 --> 0:48:01.200
<v Speaker 1>to look at everybody's face as and as God commands

0:48:01.200 --> 0:48:03.919
<v Speaker 1>you to open your eyes. And basically what you do

0:48:04.280 --> 0:48:06.239
<v Speaker 1>is you just look around and you try to get

0:48:06.280 --> 0:48:09.160
<v Speaker 1>a feeling for who looks guilty, believe it or not,

0:48:09.280 --> 0:48:12.080
<v Speaker 1>he says in his in his experience, this works better

0:48:12.120 --> 0:48:15.640
<v Speaker 1>than you would expect, which if he's correct about that,

0:48:15.640 --> 0:48:17.719
<v Speaker 1>that would indicate that we do have some kind of

0:48:17.800 --> 0:48:22.120
<v Speaker 1>natural guiltiness detection system built in how we recognize other

0:48:22.160 --> 0:48:24.960
<v Speaker 1>people's faces. We might get to more about that in

0:48:24.960 --> 0:48:27.319
<v Speaker 1>a study we look at in a minute. But as

0:48:27.400 --> 0:48:30.759
<v Speaker 1>the game goes on, he says, deductive reasoning becomes more important.

0:48:30.800 --> 0:48:33.680
<v Speaker 1>So you look for, say, patterns and who gets killed

0:48:34.080 --> 0:48:36.880
<v Speaker 1>after accusing whom, So you might start to notice that

0:48:36.960 --> 0:48:39.840
<v Speaker 1>everyone who accuses Alice of being part of the werewolf

0:48:39.880 --> 0:48:42.560
<v Speaker 1>mafia tends to get killed the very next night. You

0:48:42.560 --> 0:48:45.600
<v Speaker 1>can probably guess what's going on. Then again, they might

0:48:45.640 --> 0:48:47.480
<v Speaker 1>just be trying to throw you off the track people

0:48:47.480 --> 0:48:52.240
<v Speaker 1>are crafty um got Nick writes that the ostensible pleasure

0:48:52.320 --> 0:48:55.319
<v Speaker 1>of the game is in testing how good you are

0:48:55.360 --> 0:48:58.240
<v Speaker 1>at lying uh, and how good you are at spotting

0:48:58.320 --> 0:49:02.240
<v Speaker 1>lying behavior, and others like this captivating question. You always

0:49:02.280 --> 0:49:05.160
<v Speaker 1>wonder how good you are at spotting a liar, because

0:49:05.160 --> 0:49:07.160
<v Speaker 1>it's hard to know in real life. Like I was

0:49:07.160 --> 0:49:09.919
<v Speaker 1>talking about earlier, real life is full of so much

0:49:09.960 --> 0:49:13.080
<v Speaker 1>ambiguity in questions that are never resolved, and trying to

0:49:13.200 --> 0:49:16.040
<v Speaker 1>root out the deception of other people. And there's one

0:49:16.200 --> 0:49:19.040
<v Speaker 1>excellent section. I just wanted to read a quote from

0:49:19.040 --> 0:49:21.719
<v Speaker 1>his book and see if it matches with your experience,

0:49:21.840 --> 0:49:25.520
<v Speaker 1>so goth Nick writes, quote, The really fascinating thing about

0:49:25.600 --> 0:49:29.640
<v Speaker 1>Mafia is seeing how much pure irrationality lingers in its play,

0:49:30.239 --> 0:49:33.600
<v Speaker 1>how little real deduction, and how much sheer panic govern

0:49:33.719 --> 0:49:37.600
<v Speaker 1>its conduct. The game quickly breaks down as social groups

0:49:37.640 --> 0:49:41.480
<v Speaker 1>will into small circles of belief, which become lynch mobs

0:49:41.480 --> 0:49:45.360
<v Speaker 1>of mistrust on the next turn. As these small circles

0:49:45.400 --> 0:49:49.000
<v Speaker 1>within the group form and break the emotional authenticity of

0:49:49.040 --> 0:49:54.040
<v Speaker 1>the alliances, The felt pleasure of trusting another is startlingly

0:49:54.239 --> 0:49:58.240
<v Speaker 1>frightening lee real. I think it's Larry. It must be Larry,

0:49:58.280 --> 0:50:02.160
<v Speaker 1>George says to you, filling his eyes with sincere persuasiveness,

0:50:02.440 --> 0:50:08.200
<v Speaker 1>leaning forward, confident, conspiring, and you nod with conspiratorial glee. Yes,

0:50:08.360 --> 0:50:11.560
<v Speaker 1>it must be Larry, look at him, and for that moment,

0:50:11.640 --> 0:50:15.239
<v Speaker 1>the bond between you and George is so intense as

0:50:15.280 --> 0:50:18.520
<v Speaker 1>to overshadow your general and complete lack of interest in

0:50:18.560 --> 0:50:22.080
<v Speaker 1>George as a person. You and George against the mafia,

0:50:22.560 --> 0:50:26.319
<v Speaker 1>But then the quick nightly shadow intrudes, what if George

0:50:26.440 --> 0:50:30.040
<v Speaker 1>is the mafia? Yet the proper suspicions, though they rise,

0:50:30.200 --> 0:50:34.359
<v Speaker 1>rarely override these instant bonds. The impulse to trust and

0:50:34.440 --> 0:50:37.960
<v Speaker 1>go on trusting a confidant is so strong that it

0:50:38.000 --> 0:50:43.640
<v Speaker 1>often survives even overwhelming evidence that the confidant is a rat. So, Robert,

0:50:43.680 --> 0:50:45.840
<v Speaker 1>you've played a lot. Does this match your experience? Do

0:50:45.880 --> 0:50:49.480
<v Speaker 1>you think that that the game really, more than anything else,

0:50:49.560 --> 0:50:54.719
<v Speaker 1>hinges on establishing bonds and connections with other players. Um.

0:50:54.760 --> 0:50:56.360
<v Speaker 1>I think it is a huge part of it, and

0:50:56.400 --> 0:51:00.279
<v Speaker 1>it it gets back to that sort of icebreaker quality

0:51:00.320 --> 0:51:02.880
<v Speaker 1>of the game, because I've certainly played it in settings

0:51:03.320 --> 0:51:06.279
<v Speaker 1>where I don't know a lot of people and they'll

0:51:06.320 --> 0:51:08.400
<v Speaker 1>be like a large portion of the group that is,

0:51:08.560 --> 0:51:11.759
<v Speaker 1>you know, another friend group that I'm not privy to.

0:51:12.320 --> 0:51:14.880
<v Speaker 1>It's interesting to play in a group like that because

0:51:15.600 --> 0:51:19.320
<v Speaker 1>he mentioned connection, the connection that exists during these accusations

0:51:19.440 --> 0:51:21.760
<v Speaker 1>in the in the middle of all of this debate,

0:51:22.360 --> 0:51:24.680
<v Speaker 1>and it does give you this this amazing chance to

0:51:24.719 --> 0:51:28.360
<v Speaker 1>have this really intense connection with somebody that you you

0:51:28.719 --> 0:51:30.759
<v Speaker 1>maybe even not even sure what their name is right now.

0:51:30.920 --> 0:51:33.360
<v Speaker 1>You just know them as oh, well, they're they're the

0:51:33.360 --> 0:51:36.640
<v Speaker 1>they're the the bread baker in the medieval town, and

0:51:36.680 --> 0:51:38.799
<v Speaker 1>that's the that's maybe the as much as you know

0:51:38.880 --> 0:51:42.200
<v Speaker 1>about their life, but you have this intense connection based

0:51:42.239 --> 0:51:45.760
<v Speaker 1>on the game. Um like. By the way, that's another

0:51:45.800 --> 0:51:48.960
<v Speaker 1>reason as a as the game master, I like to

0:51:49.080 --> 0:51:51.120
<v Speaker 1>dish out the different or not dish them out, but

0:51:51.160 --> 0:51:53.400
<v Speaker 1>ask people to choose a role in the medieval village

0:51:53.880 --> 0:51:56.840
<v Speaker 1>because it gives you something to refer to. If you

0:51:56.880 --> 0:52:00.440
<v Speaker 1>don't know their name yet, you can just say, oh,

0:52:00.440 --> 0:52:02.359
<v Speaker 1>if you can't remember, it's Carroll, you can just say.

0:52:02.640 --> 0:52:06.719
<v Speaker 1>And then the cobbler of the town, uh is found dead.

0:52:07.200 --> 0:52:10.480
<v Speaker 1>You don't have to say care, Uh, well, I've got

0:52:10.480 --> 0:52:14.440
<v Speaker 1>an observation along similar lines. Got Nick says another part

0:52:14.440 --> 0:52:16.719
<v Speaker 1>of what's great about the game is it eliminates the

0:52:16.760 --> 0:52:20.520
<v Speaker 1>need for other conversation and small talk with your neighbors

0:52:20.560 --> 0:52:23.560
<v Speaker 1>at a party, he says, quote, instead of telling them

0:52:23.560 --> 0:52:27.520
<v Speaker 1>elaborate social lies in an unformed context, you get to

0:52:27.520 --> 0:52:31.640
<v Speaker 1>tell them elaborate social lies in a formal one. Yeah. Yeah,

0:52:31.920 --> 0:52:35.080
<v Speaker 1>this comes back to just the immersion of the Werewolf

0:52:35.120 --> 0:52:38.600
<v Speaker 1>gaming experience, because it is often the case where people

0:52:38.680 --> 0:52:40.640
<v Speaker 1>just go they just go all in on it, and

0:52:40.640 --> 0:52:42.520
<v Speaker 1>they're not gonna be talking about anything else. They're not

0:52:42.560 --> 0:52:45.240
<v Speaker 1>talking about the you know, the day that everyone had,

0:52:45.760 --> 0:52:48.319
<v Speaker 1>or or what supper was like. They are just all

0:52:48.400 --> 0:52:54.919
<v Speaker 1>in firing along these these these new communicative pathways. Yeah.

0:52:55.120 --> 0:52:58.040
<v Speaker 1>One more dynamic, he mentions, is that the game is

0:52:58.080 --> 0:53:03.440
<v Speaker 1>actually filled with many games based on existing relationships. Specifically,

0:53:03.719 --> 0:53:07.600
<v Speaker 1>he singles out couples that are playing. Each couple tries

0:53:07.680 --> 0:53:10.840
<v Speaker 1>to catch the other, the partner in that couple lying,

0:53:11.200 --> 0:53:14.560
<v Speaker 1>and focuses primarily on whether they should be suspicious of

0:53:14.600 --> 0:53:18.799
<v Speaker 1>their own partner. Does that match your experience? Yeah? Yeah,

0:53:18.840 --> 0:53:21.160
<v Speaker 1>I mean, especially in that opening round of play, they

0:53:21.160 --> 0:53:23.759
<v Speaker 1>don't have anything else to go on except existing real

0:53:23.800 --> 0:53:26.839
<v Speaker 1>world social connections. A lot of times and those those

0:53:26.960 --> 0:53:30.680
<v Speaker 1>end up being used and then when people start making accusations, uh,

0:53:30.719 --> 0:53:33.600
<v Speaker 1>those shows social dynamics come into play as well. It's

0:53:33.600 --> 0:53:36.600
<v Speaker 1>another reason I really like the cupid role because you

0:53:36.680 --> 0:53:39.600
<v Speaker 1>get into this like why why does the cupid choose

0:53:39.640 --> 0:53:42.480
<v Speaker 1>these two people to be star crossed lovers? You know,

0:53:42.680 --> 0:53:46.440
<v Speaker 1>because they're actually a couple. Is it because they were

0:53:46.480 --> 0:53:49.319
<v Speaker 1>like teasing each other early in the evening or it's

0:53:49.360 --> 0:53:52.319
<v Speaker 1>just hilarious to think of them as lovers to make

0:53:52.360 --> 0:53:55.279
<v Speaker 1>them embarrassed. Yeah, yeah, so it add that is a

0:53:55.440 --> 0:53:59.040
<v Speaker 1>case where it adds this extra level of of interaction. Uh,

0:53:59.080 --> 0:54:02.640
<v Speaker 1>not only with the in game social dynamics, but the

0:54:02.800 --> 0:54:05.759
<v Speaker 1>real world social dynamics as well. Right, it's it's like

0:54:05.880 --> 0:54:11.040
<v Speaker 1>dad humor, like tell us about your boyfriend exactly. Okay,

0:54:11.080 --> 0:54:12.879
<v Speaker 1>we should take a quick break and when we come back,

0:54:12.960 --> 0:54:15.560
<v Speaker 1>we're going to talk about the science of deception and

0:54:15.600 --> 0:54:31.080
<v Speaker 1>were wolf death by can't do and Beneath was about

0:54:31.080 --> 0:54:36.120
<v Speaker 1>a human she should never pretend to be a werewolf?

0:54:38.680 --> 0:54:47.680
<v Speaker 1>What does those werewolves triumph? Again? Unfortunately I was the seer.

0:54:48.880 --> 0:54:55.040
<v Speaker 1>I knew that she was away. You never got and

0:54:55.080 --> 0:54:58.040
<v Speaker 1>I never got to be the werewolves. And the first

0:54:58.040 --> 0:55:00.440
<v Speaker 1>thing I was gonna do is declare that I was

0:55:00.520 --> 0:55:04.719
<v Speaker 1>the he here and in point out the werewolf. Right,

0:55:06.120 --> 0:55:07.640
<v Speaker 1>that would have put a whole different dynamic that we

0:55:07.640 --> 0:55:11.759
<v Speaker 1>had not inexperience. That's what I'm saying. You good thing.

0:55:11.800 --> 0:55:19.560
<v Speaker 1>We off with your hand at the beginning. You're being

0:55:19.640 --> 0:55:23.719
<v Speaker 1>very aggressive like it, and I think you're the Werewolf.

0:55:25.360 --> 0:55:27.520
<v Speaker 1>I don't know. How do I think Joe is, because

0:55:27.920 --> 0:55:34.279
<v Speaker 1>he's I'm seriously I would say, no, I'm trying. I'm

0:55:34.320 --> 0:55:37.040
<v Speaker 1>trying to get a vibe on somebody, and she actually

0:55:37.080 --> 0:55:41.799
<v Speaker 1>seems kind of sincere um. I think Robert. I think

0:55:41.880 --> 0:55:49.520
<v Speaker 1>maybe Robert. I again, am just look at that devilish

0:55:49.640 --> 0:55:52.360
<v Speaker 1>grin on his face. This is the grind of someone

0:55:52.520 --> 0:55:56.640
<v Speaker 1>who knows perfectly well that their soul was pure. My

0:55:56.760 --> 0:56:03.560
<v Speaker 1>hard work has a scrubbed away whatever minor satanic delight.

0:56:03.920 --> 0:56:10.480
<v Speaker 1>Look at this now. Earlier we mentioned a Wired article

0:56:10.520 --> 0:56:12.200
<v Speaker 1>from two thousand and ten about the game, and it

0:56:12.280 --> 0:56:17.040
<v Speaker 1>addressed this question of the scientific study of deception and

0:56:17.080 --> 0:56:19.880
<v Speaker 1>what what psychology can tell us about deception within the

0:56:19.920 --> 0:56:24.520
<v Speaker 1>game of Werewolf. According to a gaming psychologist at the

0:56:24.680 --> 0:56:29.239
<v Speaker 1>London Metropolitan University named Simon Moore, there's actually not much

0:56:29.320 --> 0:56:33.319
<v Speaker 1>diversity in our skill at spotting liars. According to More,

0:56:34.040 --> 0:56:37.480
<v Speaker 1>there are not human lie detectors walking among us. Quote,

0:56:37.680 --> 0:56:40.279
<v Speaker 1>if you ask someone on the street, are they better

0:56:40.360 --> 0:56:43.320
<v Speaker 1>at detecting a liar than a police officer, they'll probably

0:56:43.360 --> 0:56:46.680
<v Speaker 1>say no. But a police officer and a general person

0:56:46.800 --> 0:56:51.080
<v Speaker 1>both have a fifty percent success rate at detecting liars. Man,

0:56:51.160 --> 0:56:55.000
<v Speaker 1>that's that's frustrating. You would hope there would be people

0:56:55.000 --> 0:56:57.400
<v Speaker 1>who would be better at it among us. Yeah, I

0:56:57.440 --> 0:57:00.160
<v Speaker 1>mean you certainly when you do start using lie as

0:57:00.160 --> 0:57:03.040
<v Speaker 1>you become even more self conscious, do you think, oh,

0:57:03.080 --> 0:57:06.080
<v Speaker 1>they're going to see right through it? But really they have, Yeah,

0:57:06.120 --> 0:57:11.760
<v Speaker 1>exactly so, so that's at first. Though, certain circumstances, according

0:57:11.800 --> 0:57:14.640
<v Speaker 1>to More, do tip the balance and change our ability

0:57:14.680 --> 0:57:17.080
<v Speaker 1>to get away with lies and also to detect a

0:57:17.160 --> 0:57:20.600
<v Speaker 1>lize in others. For example, when you're stressed, it's harder

0:57:20.600 --> 0:57:23.000
<v Speaker 1>to get away with lying. Now we all know about

0:57:23.040 --> 0:57:27.320
<v Speaker 1>the uh the fallibility of the polygraph tests a true

0:57:27.400 --> 0:57:31.680
<v Speaker 1>lie detector test, but there is some truth to the

0:57:31.720 --> 0:57:34.360
<v Speaker 1>principle on which the polygraph test is based. It's just

0:57:34.400 --> 0:57:38.720
<v Speaker 1>not necessarily as reliable as it is often depicted in fiction,

0:57:38.920 --> 0:57:41.280
<v Speaker 1>or maybe even in some people who actually use it.

0:57:41.920 --> 0:57:44.920
<v Speaker 1>But the principle it's based on is that lying causes

0:57:45.000 --> 0:57:48.480
<v Speaker 1>the stress physiological stress reactions in the body that you know,

0:57:48.560 --> 0:57:50.720
<v Speaker 1>messes with your heart rate, it messes with your blood

0:57:50.720 --> 0:57:54.080
<v Speaker 1>pressure and stuff like that. Um, and as you get

0:57:54.120 --> 0:57:57.960
<v Speaker 1>more stressed, it gets harder and harder to lie. So

0:57:58.200 --> 0:58:00.440
<v Speaker 1>this would sort of mean that at the beginning of

0:58:00.520 --> 0:58:02.640
<v Speaker 1>the game, lying might be easy when there's not much

0:58:02.680 --> 0:58:06.080
<v Speaker 1>pressure on you. As other players get eliminated and the

0:58:06.160 --> 0:58:09.680
<v Speaker 1>spotlight narrows on you and the stakes of the game

0:58:09.720 --> 0:58:12.400
<v Speaker 1>go up, More predicts that it's going to be harder

0:58:12.400 --> 0:58:14.960
<v Speaker 1>and harder for people to get away with lying without

0:58:15.000 --> 0:58:18.480
<v Speaker 1>people seeing through their facade. Yeah, because early in the game,

0:58:18.920 --> 0:58:21.000
<v Speaker 1>especially if you have a larger group, it's easy to

0:58:21.320 --> 0:58:24.800
<v Speaker 1>just sort of set there quietly and decide with this

0:58:24.920 --> 0:58:28.720
<v Speaker 1>faction or another. But yeah, it is things. Is things proceed,

0:58:28.840 --> 0:58:32.200
<v Speaker 1>you have to be outspoken, uh, otherwise people are going

0:58:32.240 --> 0:58:35.800
<v Speaker 1>to be suspicious of your silence, right, And that actually

0:58:35.840 --> 0:58:37.680
<v Speaker 1>is a factor in another study I'm going to mention

0:58:37.720 --> 0:58:40.160
<v Speaker 1>in a minute now. More also says lots of our

0:58:40.200 --> 0:58:43.600
<v Speaker 1>lives are lives of exaggeration. I think we probably know

0:58:43.720 --> 0:58:46.800
<v Speaker 1>this from experience. People are more likely to sort of

0:58:47.040 --> 0:58:51.680
<v Speaker 1>turn a half truth into a big exaggerated claim than

0:58:51.720 --> 0:58:55.000
<v Speaker 1>they are to just blatantly say something that is completely

0:58:55.080 --> 0:58:58.560
<v Speaker 1>untrue with no basis in reality. Right, people are more

0:58:58.640 --> 0:59:01.040
<v Speaker 1>more likely to fudge than just to make up a

0:59:01.080 --> 0:59:04.840
<v Speaker 1>total lie, and so blatant lies like I am not

0:59:04.960 --> 0:59:08.400
<v Speaker 1>a werewolf when you know you are are more difficult

0:59:08.440 --> 0:59:11.720
<v Speaker 1>than these kinds of exaggerations. But More also says it's

0:59:11.760 --> 0:59:15.560
<v Speaker 1>easier to lie about straightforward information than to lie about

0:59:15.600 --> 0:59:18.480
<v Speaker 1>your own emotional state. So if you're trying to put

0:59:18.480 --> 0:59:20.919
<v Speaker 1>on a show of outrage, like you know, how could

0:59:20.960 --> 0:59:23.400
<v Speaker 1>you accuse me of being a ware wolf? After all

0:59:23.440 --> 0:59:26.760
<v Speaker 1>of our friendship or whatever, how could you accuse me?

0:59:27.480 --> 0:59:30.560
<v Speaker 1>You quickly exhaust yourself, and More says that a person

0:59:30.680 --> 0:59:32.800
<v Speaker 1>doing that is going to start to falter at this

0:59:32.920 --> 0:59:36.720
<v Speaker 1>deceptive performance. The feigned outrage turns into sort of more

0:59:36.800 --> 0:59:40.920
<v Speaker 1>simple objection, or turns into other emotions that are easier

0:59:40.960 --> 0:59:44.440
<v Speaker 1>to fake, like aggression, and people will pick up on this.

0:59:44.600 --> 0:59:47.120
<v Speaker 1>You start to look like a dirty rat. And this

0:59:47.240 --> 0:59:51.400
<v Speaker 1>is given as an explanation for why the villagers actually

0:59:51.440 --> 0:59:56.120
<v Speaker 1>win more often than a simple random choice would would predict.

0:59:56.640 --> 0:59:59.040
<v Speaker 1>Villagers at some point do start to be able to

0:59:59.080 --> 1:00:02.440
<v Speaker 1>notice people lying? And we have some some studies to

1:00:02.480 --> 1:00:05.120
<v Speaker 1>back this up. Yeah really, yeah, some some studies that

1:00:05.200 --> 1:00:09.680
<v Speaker 1>are generally conference proceedings here, So who knows exactly how

1:00:09.720 --> 1:00:13.680
<v Speaker 1>correct these claims are. But these are some claimed findings

1:00:13.720 --> 1:00:16.600
<v Speaker 1>on how to detect deception that we found related to

1:00:16.640 --> 1:00:21.320
<v Speaker 1>the game Werewolf. So one was called are You a Werewolf?

1:00:21.440 --> 1:00:25.200
<v Speaker 1>Detecting deceptive roles and outcomes in a Conversational role playing game?

1:00:25.240 --> 1:00:28.520
<v Speaker 1>And this was presented at a Acoustic Speech and Signal

1:00:28.560 --> 1:00:33.600
<v Speaker 1>Processing in the I Tripoli International Conference. And the authors

1:00:33.640 --> 1:00:37.080
<v Speaker 1>here created this automated method for detecting players determined to

1:00:37.120 --> 1:00:42.080
<v Speaker 1>be liars by analyzing the acoustic properties of their speech patterns.

1:00:42.120 --> 1:00:44.440
<v Speaker 1>So I thought that was interesting. Can a computer just

1:00:44.560 --> 1:00:49.440
<v Speaker 1>listen to quantitative elements of what happens when somebody speaks

1:00:50.120 --> 1:00:53.439
<v Speaker 1>and say I caught a liar here? So they tried

1:00:53.440 --> 1:00:55.320
<v Speaker 1>to correlate that. They tried to find okay, can we

1:00:55.400 --> 1:00:58.080
<v Speaker 1>can we listen with the computer and see does it

1:00:58.200 --> 1:01:01.560
<v Speaker 1>detect patterns and lying? And they claimed that it did.

1:01:01.920 --> 1:01:04.720
<v Speaker 1>They said their method could successfully predict the lying behavior

1:01:04.840 --> 1:01:08.360
<v Speaker 1>better than chance just by listening to acoustic properties. What

1:01:08.440 --> 1:01:11.120
<v Speaker 1>does this mean for human players. Well, one simple finding

1:01:11.200 --> 1:01:16.200
<v Speaker 1>seemed to be that liars speak less, presumably to limit

1:01:16.240 --> 1:01:19.840
<v Speaker 1>their risk of making revealing mistakes. This is interesting because

1:01:19.880 --> 1:01:22.840
<v Speaker 1>one thing I've I've definitely seen before is you have

1:01:22.840 --> 1:01:26.400
<v Speaker 1>a case where someone's a very outspoken werewolf critic. You know,

1:01:26.440 --> 1:01:28.440
<v Speaker 1>they're very outspoken. They're they're going to be the lead

1:01:28.480 --> 1:01:33.400
<v Speaker 1>detective in finding the murderers in the village. But then

1:01:33.440 --> 1:01:36.840
<v Speaker 1>they'll come, uh, they'll come a game where there's suddenly

1:01:36.880 --> 1:01:39.280
<v Speaker 1>a lot more quiet. They're not making all these acts.

1:01:39.280 --> 1:01:41.120
<v Speaker 1>They're not they're not right at the front of the

1:01:41.160 --> 1:01:43.760
<v Speaker 1>crowd with the pitch for it. And people notice and

1:01:43.800 --> 1:01:47.680
<v Speaker 1>they say, well, John is kind of quiet this round,

1:01:48.080 --> 1:01:52.280
<v Speaker 1>suspiciously quiet, as if perhaps he is a werewolf. Yeah,

1:01:52.320 --> 1:01:55.120
<v Speaker 1>come on, Cynthia, didn't you have some zeal for werewolf

1:01:55.200 --> 1:01:57.960
<v Speaker 1>killing in the last game. Yeah, suddenly you've got you've

1:01:57.960 --> 1:02:02.480
<v Speaker 1>got soft on the anthropy. Yeah. So that does seem

1:02:02.480 --> 1:02:04.600
<v Speaker 1>to be a good tell. People who are trying to

1:02:04.640 --> 1:02:08.960
<v Speaker 1>maintain deception offer less information. They just talk less, And

1:02:09.000 --> 1:02:11.480
<v Speaker 1>it's pretty easy to see why. This study seems to

1:02:11.560 --> 1:02:16.120
<v Speaker 1>confirm that finding. Also, it found that quote the distribution

1:02:16.200 --> 1:02:20.480
<v Speaker 1>of pitch and energy values are higher for liars. So,

1:02:20.520 --> 1:02:23.280
<v Speaker 1>according to the study, if somebody is raising their voice

1:02:23.280 --> 1:02:26.240
<v Speaker 1>in pitch and volume, they're slightly more likely to be

1:02:26.280 --> 1:02:31.080
<v Speaker 1>a liar. Okay, that's interesting because I know that I

1:02:31.160 --> 1:02:34.760
<v Speaker 1>have I sometimes raised my voice when I am I'm

1:02:34.840 --> 1:02:38.280
<v Speaker 1>lying about not being a werewolf. Really, yeah, I'll be like, well,

1:02:38.280 --> 1:02:40.880
<v Speaker 1>how dare you accuse me of that sort of thing? Now,

1:02:40.960 --> 1:02:42.680
<v Speaker 1>I'm gonna have to be careful, gonna kept keep it low.

1:02:42.720 --> 1:02:46.320
<v Speaker 1>You gotta talk more, and you gotta stay calm. Yeah,

1:02:46.360 --> 1:02:48.280
<v Speaker 1>but how do you stay calm about something like this?

1:02:49.040 --> 1:02:51.200
<v Speaker 1>Are dying? How could you accuse me of being awarewolf?

1:02:51.240 --> 1:02:53.280
<v Speaker 1>Here's the thing, I'm not aware wolf, and the reason

1:02:53.400 --> 1:02:55.480
<v Speaker 1>is yeah. And this is where that this is actually

1:02:55.480 --> 1:02:58.520
<v Speaker 1>where the fluff becomes nice sort of villager fluff, where

1:02:58.520 --> 1:03:01.240
<v Speaker 1>you can say, how could I possible be the werewolf?

1:03:01.280 --> 1:03:05.040
<v Speaker 1>I am the cobbler. I have to make shoes all night.

1:03:05.080 --> 1:03:09.160
<v Speaker 1>If I was running around slaughtering townspeople, then everyone would

1:03:09.200 --> 1:03:13.680
<v Speaker 1>be barefoot. Okay, So a couple more. One was a

1:03:13.720 --> 1:03:17.800
<v Speaker 1>two thousand and eight paper by Jao and Sung which

1:03:17.880 --> 1:03:21.479
<v Speaker 1>was called Cues to Deception in Online Chinese Groups. And

1:03:21.840 --> 1:03:25.200
<v Speaker 1>this is a sample group of Chinese players playing online.

1:03:25.520 --> 1:03:29.120
<v Speaker 1>The authors found that quote deceivers tended to communicate less.

1:03:29.200 --> 1:03:32.120
<v Speaker 1>Yet again, so people who talked less are more likely

1:03:32.160 --> 1:03:36.720
<v Speaker 1>to be liars. But also quote showed low complexity and

1:03:36.920 --> 1:03:40.240
<v Speaker 1>this is in their speech meaning for example, shorter sentences

1:03:40.280 --> 1:03:45.440
<v Speaker 1>and shorter words, and then they continue and high diversity,

1:03:45.520 --> 1:03:49.720
<v Speaker 1>so that means for example, more unique words. So their

1:03:49.840 --> 1:03:52.240
<v Speaker 1>analysis found that you want to look for a liar,

1:03:52.280 --> 1:03:54.640
<v Speaker 1>look for the one who doesn't talk much. When they

1:03:54.680 --> 1:03:57.560
<v Speaker 1>do talk, they might talk in shorter sentences or less

1:03:57.600 --> 1:04:03.760
<v Speaker 1>complex words, but use more unique word choice. Interesting. Interesting, Okay,

1:04:03.840 --> 1:04:08.560
<v Speaker 1>one more uh, This was paper called Detection of Deception

1:04:08.640 --> 1:04:11.080
<v Speaker 1>in the Mafia Party Game. Obviously we've got some people

1:04:11.120 --> 1:04:14.240
<v Speaker 1>who don't understand the benefits of wherewere And this one

1:04:14.280 --> 1:04:17.440
<v Speaker 1>presented another automatic system for lie detection. This time it

1:04:17.520 --> 1:04:21.240
<v Speaker 1>was based on facial cues, so the movements of eyebrows,

1:04:21.240 --> 1:04:24.640
<v Speaker 1>eyes and mouths on videos. And this one's kind of

1:04:24.680 --> 1:04:27.760
<v Speaker 1>hard to explain because it's hard to translate what they

1:04:27.800 --> 1:04:31.240
<v Speaker 1>found about facial movement analysis into words here on this

1:04:31.320 --> 1:04:34.000
<v Speaker 1>podcast in a useful way. But just quickly, some of

1:04:34.040 --> 1:04:38.040
<v Speaker 1>their tentative findings apparently showed that I eyebrow and mouth

1:04:38.120 --> 1:04:42.640
<v Speaker 1>movements caused by lying might be those more associated with fear, guilt,

1:04:42.880 --> 1:04:46.760
<v Speaker 1>or delight, while truthful facial expressions might be those that

1:04:46.800 --> 1:04:50.760
<v Speaker 1>you would more closely associate with sadness. Okay, but this

1:04:50.840 --> 1:04:54.280
<v Speaker 1>is all with humans, right, humans, and arguably some werewolves.

1:04:55.200 --> 1:04:56.640
<v Speaker 1>I don't know how the game would change if you

1:04:56.640 --> 1:05:00.320
<v Speaker 1>had real werewolves playing among your party friends, but uh

1:05:00.440 --> 1:05:02.600
<v Speaker 1>that that would be great if wherewolves were real, we'd

1:05:02.600 --> 1:05:04.680
<v Speaker 1>have to get one of these studies and see how

1:05:04.720 --> 1:05:07.040
<v Speaker 1>they played. But what we've not looked at so far

1:05:07.360 --> 1:05:10.800
<v Speaker 1>is computerized players. That's right, and there there are a

1:05:10.880 --> 1:05:13.960
<v Speaker 1>number of cool studies that looked at this. Because another

1:05:14.000 --> 1:05:16.800
<v Speaker 1>great way to use were wolf is is if you're

1:05:16.800 --> 1:05:20.480
<v Speaker 1>studying either lie detecting robots or robots that lie. And

1:05:20.480 --> 1:05:22.720
<v Speaker 1>when I say robots, and of course using the fun

1:05:22.840 --> 1:05:27.360
<v Speaker 1>version of robots, we're actually talking about uh programs and

1:05:27.520 --> 1:05:32.120
<v Speaker 1>or or very soft AI to try and determine patterns

1:05:32.120 --> 1:05:34.880
<v Speaker 1>of human behavior. Well, no, actually, so to clarify, I

1:05:34.880 --> 1:05:36.920
<v Speaker 1>guess we have looked at a couple of papers that

1:05:36.960 --> 1:05:41.000
<v Speaker 1>claim to have a method for determining some kind of

1:05:41.040 --> 1:05:44.800
<v Speaker 1>automated lie detection. We haven't looked at AI liars yet,

1:05:45.320 --> 1:05:48.560
<v Speaker 1>and we haven't, I guess, looked at like robust AI

1:05:48.760 --> 1:05:52.880
<v Speaker 1>players that incorporate information about lie detection or that really

1:05:52.920 --> 1:05:56.000
<v Speaker 1>try to uh to get in the mind of the liar,

1:05:56.160 --> 1:05:59.320
<v Speaker 1>just more like they're detecting correlations and things sorted out

1:05:59.320 --> 1:06:03.200
<v Speaker 1>by the humans. Anyway, let's let's let's look at some

1:06:03.280 --> 1:06:06.120
<v Speaker 1>AI lying Okay, all right, Well, I was looking at

1:06:06.920 --> 1:06:11.680
<v Speaker 1>a presentation titled the Great Deceivers, Virtual Agents and Believable Lies,

1:06:12.200 --> 1:06:15.000
<v Speaker 1>and this was by the US at all. They'll come

1:06:15.040 --> 1:06:17.120
<v Speaker 1>up again, And this was presented at the two thousand

1:06:17.200 --> 1:06:22.760
<v Speaker 1>thirteen proceedings of the Annual Meeting of the Cognitive Science Society.

1:06:22.800 --> 1:06:27.080
<v Speaker 1>So they used Werewolf, and they used Werewolf not Mafia,

1:06:27.280 --> 1:06:30.480
<v Speaker 1>so thumbs up. They used it to test a two

1:06:30.600 --> 1:06:35.400
<v Speaker 1>level theory of mind model for virtual agents. Now theory

1:06:35.400 --> 1:06:37.920
<v Speaker 1>of mind, of course, just to refresh, that is our

1:06:38.000 --> 1:06:43.800
<v Speaker 1>basic human ability to conceive the mind state of another person. Right,

1:06:43.880 --> 1:06:46.960
<v Speaker 1>It's absolutely crucial for lying. Right, It's kind of hard

1:06:47.000 --> 1:06:50.160
<v Speaker 1>to lie if you can't imagine what somebody else's mental

1:06:50.200 --> 1:06:54.439
<v Speaker 1>state is, because in lying, you're trying to make their

1:06:54.440 --> 1:06:58.360
<v Speaker 1>mental state not correspond to what you know to be true, Right,

1:06:58.920 --> 1:07:01.400
<v Speaker 1>now why would they be doing this. Well, they wanted

1:07:01.440 --> 1:07:05.120
<v Speaker 1>to see which version, either a a one level or

1:07:05.160 --> 1:07:09.200
<v Speaker 1>two level theory of mind model, would would make this

1:07:09.440 --> 1:07:13.080
<v Speaker 1>actor seem seem more socially intelligent. A one level or

1:07:13.120 --> 1:07:15.480
<v Speaker 1>two level theory of mind model. Okay, so let me

1:07:15.480 --> 1:07:18.400
<v Speaker 1>guess what that is. One level theory of mind is

1:07:18.680 --> 1:07:21.040
<v Speaker 1>I know what you're thinking, or at least I'm imagining

1:07:21.040 --> 1:07:24.560
<v Speaker 1>what you're thinking. Two level would be what I imagine

1:07:24.600 --> 1:07:28.120
<v Speaker 1>what you're thinking about what I'm thinking. Yeah, you get

1:07:28.160 --> 1:07:30.680
<v Speaker 1>into that hole? Would he tell me that this door

1:07:30.760 --> 1:07:33.440
<v Speaker 1>leads to the center of the labyrinth? Sort of a situation.

1:07:34.040 --> 1:07:37.800
<v Speaker 1>So you're you're modeling someone else's theory of mind in

1:07:37.880 --> 1:07:40.520
<v Speaker 1>two level theory of mind. Right, So, so here's a

1:07:40.560 --> 1:07:42.640
<v Speaker 1>quote from the paper, just to boil it all down.

1:07:42.960 --> 1:07:46.720
<v Speaker 1>Two versions of the Werewolf Agent were implemented. One has

1:07:46.760 --> 1:07:49.720
<v Speaker 1>a single level theory of mind, able to represent what

1:07:49.840 --> 1:07:52.960
<v Speaker 1>victims believe, but not what victims think it or the

1:07:52.960 --> 1:07:56.040
<v Speaker 1>other their victims believe. The second has a two level

1:07:56.080 --> 1:07:59.000
<v Speaker 1>theory of mind, able to represent what victims think about

1:07:59.080 --> 1:08:02.320
<v Speaker 1>what it knows, and in general, what victims think about

1:08:02.360 --> 1:08:08.520
<v Speaker 1>the suspicions of others. And then both versions had inference

1:08:08.640 --> 1:08:12.720
<v Speaker 1>rules to determine suspects. Now, I would generally imagine that

1:08:12.960 --> 1:08:16.560
<v Speaker 1>a computer that tries to go two steps down the

1:08:16.640 --> 1:08:20.760
<v Speaker 1>rabbit hole would be better at lying and detecting lies, right, Yeah,

1:08:20.800 --> 1:08:22.759
<v Speaker 1>And that's that's pretty much what they found. They found

1:08:22.800 --> 1:08:26.640
<v Speaker 1>that a two level theory of mind where wolf had

1:08:26.680 --> 1:08:31.000
<v Speaker 1>a leg up on single level theory of mind villagers,

1:08:31.320 --> 1:08:34.880
<v Speaker 1>and then a follow up test showed that that indeed,

1:08:35.160 --> 1:08:39.040
<v Speaker 1>the two level theory of mind where wolves were also

1:08:39.120 --> 1:08:43.439
<v Speaker 1>perceived as being more intelligent than a single level theory

1:08:43.439 --> 1:08:45.679
<v Speaker 1>of mind where wolf. And of course this becomes important

1:08:45.720 --> 1:08:47.640
<v Speaker 1>when you're just you're not talking about like how to

1:08:47.800 --> 1:08:51.400
<v Speaker 1>build uh an ai that is going around deceiving people

1:08:51.520 --> 1:08:53.760
<v Speaker 1>or certainly going around killing people in the night, but

1:08:53.880 --> 1:08:57.680
<v Speaker 1>just how to create something that comes off as more human, right,

1:08:58.280 --> 1:09:00.240
<v Speaker 1>I mean, it does sort of make you think that

1:09:00.760 --> 1:09:03.920
<v Speaker 1>some of the same skills that are crucial for deception

1:09:04.120 --> 1:09:08.439
<v Speaker 1>and constructing elaborate socialized for the people around us are

1:09:08.520 --> 1:09:12.240
<v Speaker 1>the same skills that are good social lubricants and make

1:09:12.320 --> 1:09:14.120
<v Speaker 1>us get along well with others. That would be a

1:09:14.160 --> 1:09:17.720
<v Speaker 1>depressing finding, but I wouldn't be surprised if that's somewhat true. Yeah,

1:09:17.800 --> 1:09:22.559
<v Speaker 1>this sort of thing is ultimately about creating chatbots for

1:09:22.600 --> 1:09:26.040
<v Speaker 1>the future that feel more human when they're scamming you. Now,

1:09:26.040 --> 1:09:29.439
<v Speaker 1>another presentation when we ran across UH from two thousand fourteen,

1:09:29.520 --> 1:09:34.000
<v Speaker 1>and this was another I Tripoli International Conference UH presentation,

1:09:34.120 --> 1:09:40.080
<v Speaker 1>and this was by Dasuki Katagami at all titled Investigation

1:09:40.240 --> 1:09:46.080
<v Speaker 1>of the Effects of Nonverbal Information on Werewolf. Okay, and

1:09:46.400 --> 1:09:48.639
<v Speaker 1>the wait, is this an AI werewolf or an AI

1:09:48.680 --> 1:09:53.200
<v Speaker 1>werewolf detector? Um? It's the purpose of the research, they stated,

1:09:53.320 --> 1:09:58.000
<v Speaker 1>was to develop an intelligent agent quote a werewolf, which

1:09:58.080 --> 1:10:01.000
<v Speaker 1>is enabled to naturally play where a Wolf with humans.

1:10:01.320 --> 1:10:04.920
<v Speaker 1>So it's it's all about machine learning. Their findings were

1:10:05.000 --> 1:10:08.320
<v Speaker 1>quote we found that non verbal information in the game

1:10:08.360 --> 1:10:12.360
<v Speaker 1>of where Wolf has importance to winning or losing the game, which,

1:10:13.200 --> 1:10:15.000
<v Speaker 1>you know, it's kind of an overstatement of the obvious,

1:10:15.000 --> 1:10:17.280
<v Speaker 1>I guess, but here we see it UH proven out

1:10:17.320 --> 1:10:22.320
<v Speaker 1>in this this cool AI werewolf study. Now, people sitting

1:10:22.360 --> 1:10:27.040
<v Speaker 1>at home might be thinking, why are we specifically training

1:10:27.200 --> 1:10:30.559
<v Speaker 1>computers to be good at killing us in the night

1:10:30.600 --> 1:10:34.880
<v Speaker 1>and getting away with it? Well, again, it's it's it's

1:10:34.880 --> 1:10:38.320
<v Speaker 1>more that these are extreme versions of the skills that

1:10:38.360 --> 1:10:40.840
<v Speaker 1>we use every day. You know. It comes down to

1:10:40.920 --> 1:10:44.840
<v Speaker 1>that CEO analogy we made earlier. Uh, the average person

1:10:44.920 --> 1:10:48.879
<v Speaker 1>is not engaging in in these in such titillating versions

1:10:48.920 --> 1:10:52.919
<v Speaker 1>of social interaction, but we're engaging in varying lesser versions

1:10:53.000 --> 1:10:57.479
<v Speaker 1>of them. Yeah, in the same way that you see, uh,

1:10:57.800 --> 1:11:01.080
<v Speaker 1>animals wrestling at play and their children, you know, to

1:11:01.160 --> 1:11:04.120
<v Speaker 1>sort of distill some of the main dynamics of physical

1:11:04.160 --> 1:11:07.320
<v Speaker 1>struggle for survival. I guess this is sort of an

1:11:07.320 --> 1:11:11.960
<v Speaker 1>adult version of wrestling with words and eye contact. Yeah,

1:11:12.080 --> 1:11:15.680
<v Speaker 1>it's it's it's that it's that most primal of games,

1:11:16.120 --> 1:11:19.360
<v Speaker 1>but done at the the abstract level, at the level

1:11:19.400 --> 1:11:22.799
<v Speaker 1>of social interaction, rather than just rolling around on the ground.

1:11:22.960 --> 1:11:26.880
<v Speaker 1>I'm glad you brought up the children, Joe, because there

1:11:26.920 --> 1:11:29.120
<v Speaker 1>was I'm gonna mention real real quick here that there

1:11:29.200 --> 1:11:32.519
<v Speaker 1>was an additional study I came across Werewolves, Cheats and

1:11:32.560 --> 1:11:36.240
<v Speaker 1>Cultural Sensitivity by limb at All And this was a

1:11:36.280 --> 1:11:40.040
<v Speaker 1>two thousand fourteen conference paper presented at Autonomous Agents and

1:11:40.120 --> 1:11:43.559
<v Speaker 1>Multi Agent Systems. And this one was really cool because

1:11:43.560 --> 1:11:46.719
<v Speaker 1>it basically boiled down to having children observed two different

1:11:46.800 --> 1:11:49.799
<v Speaker 1>virtual games of Werewolf, so they're not playing there's watching

1:11:50.280 --> 1:11:52.639
<v Speaker 1>right there. I think they used the term imaginary friend,

1:11:52.800 --> 1:11:54.960
<v Speaker 1>like you're you're not a player, but you're these are

1:11:55.040 --> 1:11:58.479
<v Speaker 1>real people supposedly playing and you're observing their game. And

1:11:58.479 --> 1:12:02.800
<v Speaker 1>they use the version A inversion B have slightly different rules,

1:12:02.880 --> 1:12:07.960
<v Speaker 1>so one version seems far more unfair, and so basically

1:12:08.040 --> 1:12:10.720
<v Speaker 1>they were using the game is a way to to

1:12:10.880 --> 1:12:15.839
<v Speaker 1>just look at cultural sensitivity or insensitivity and attempting to

1:12:15.840 --> 1:12:19.280
<v Speaker 1>to model it. Uh, it's it's interesting though they said

1:12:19.320 --> 1:12:21.800
<v Speaker 1>that it didn't work out all that well. The exercise

1:12:21.840 --> 1:12:25.439
<v Speaker 1>actually caused the children to reinforce their view that the

1:12:25.560 --> 1:12:28.240
<v Speaker 1>end group is correct and that the outgroup is incorrect,

1:12:28.320 --> 1:12:30.840
<v Speaker 1>rather than seeing that there are different ways to go

1:12:30.920 --> 1:12:33.479
<v Speaker 1>about it, different ways to play the game. I feel

1:12:33.479 --> 1:12:37.040
<v Speaker 1>like that is a common dynamic I've come across multiple times,

1:12:37.120 --> 1:12:41.639
<v Speaker 1>is that studies find some attempts to discourage toxic social

1:12:41.680 --> 1:12:45.080
<v Speaker 1>cognition can often seem to reinforce it. It seems like

1:12:45.120 --> 1:12:48.360
<v Speaker 1>something you've come across before. Yeah. Yeah, And of course

1:12:48.400 --> 1:12:50.560
<v Speaker 1>it brings us back to Werewolf, because what is Werewolf

1:12:50.680 --> 1:12:55.080
<v Speaker 1>but a game that looks at at at toxic social interactions.

1:12:56.120 --> 1:12:57.840
<v Speaker 1>It's the only game where you get to have a

1:12:58.439 --> 1:13:01.800
<v Speaker 1>vigilante mob that kills some bud every single day. That's right,

1:13:03.720 --> 1:13:06.160
<v Speaker 1>all right, So there you have it now. Obviously, we

1:13:06.160 --> 1:13:09.160
<v Speaker 1>would love to hear from everyone out there. Uh. Certainly

1:13:09.160 --> 1:13:11.360
<v Speaker 1>newcomers to the game of Werewolf. If you listen to

1:13:11.400 --> 1:13:13.240
<v Speaker 1>this episode and then you go out and try it

1:13:13.280 --> 1:13:16.639
<v Speaker 1>for yourself, we would love for you to report back. However,

1:13:16.720 --> 1:13:19.080
<v Speaker 1>if you've been playing this game for for years and

1:13:19.160 --> 1:13:22.920
<v Speaker 1>years now, we obviously want to hear about about your

1:13:22.920 --> 1:13:27.000
<v Speaker 1>favorite additional rules and maybe some even homebrew rules that

1:13:27.000 --> 1:13:29.400
<v Speaker 1>you've come up with. Let us know about it. Give

1:13:29.479 --> 1:13:32.720
<v Speaker 1>us your Werewolf tails or your mafia tales and uh

1:13:32.800 --> 1:13:34.880
<v Speaker 1>and and and we'll chat with you about them. Here's

1:13:34.880 --> 1:13:36.920
<v Speaker 1>what I want to hear. If you already have a

1:13:36.960 --> 1:13:40.120
<v Speaker 1>Werewolf group that plays regularly, if you can find out

1:13:40.120 --> 1:13:43.479
<v Speaker 1>a way to incorporate a RoboCop character class in a

1:13:43.520 --> 1:13:46.759
<v Speaker 1>way that doesn't break the game and heightens the tension

1:13:46.800 --> 1:13:49.280
<v Speaker 1>and makes it even more fun, right in, tell us

1:13:49.280 --> 1:13:52.080
<v Speaker 1>about it, and we we guarantee we will read that

1:13:52.160 --> 1:13:54.840
<v Speaker 1>on the air. All right, Hey, head on over to

1:13:54.840 --> 1:13:57.000
<v Speaker 1>stuff to Blow your Mind dot com. That is where

1:13:57.000 --> 1:14:00.160
<v Speaker 1>you will find the landing page for this episode. We'll

1:14:00.160 --> 1:14:02.960
<v Speaker 1>find all the past episodes, and you'll find links out

1:14:03.000 --> 1:14:05.920
<v Speaker 1>to our various social media accounts such as Facebook, Twitter, Tumbler,

1:14:06.160 --> 1:14:09.200
<v Speaker 1>and Instagram. And hey over on Facebook, that's where we

1:14:09.240 --> 1:14:12.479
<v Speaker 1>have a group, the Facebook group Stuffed Toboll Your Mind

1:14:12.479 --> 1:14:15.240
<v Speaker 1>Discussion module. Hop in there. That's a great place to

1:14:15.280 --> 1:14:19.559
<v Speaker 1>have longer form discussions with other listeners and with the hosts.

1:14:19.840 --> 1:14:21.280
<v Speaker 1>And if you want to get in touch with us

1:14:21.280 --> 1:14:25.519
<v Speaker 1>directly as always the old fashioned way, the version that

1:14:25.600 --> 1:14:28.280
<v Speaker 1>might be used by some medieval villagers conferring about how

1:14:28.320 --> 1:14:30.839
<v Speaker 1>to kill a werewolf in their midst. You can email

1:14:30.960 --> 1:14:34.120
<v Speaker 1>us at blow the Mind at how stuff works dot

1:14:34.160 --> 1:14:46.799
<v Speaker 1>com for more on this and thousands of other topics.

1:14:46.960 --> 1:15:03.960
<v Speaker 1>Does it how stuff works dot com? But I thought

1:15:10.200 --> 1:15:12.920
<v Speaker 1>he im