August 22, 2005

The Mooncurser's Handbook

The Game is a 30 hour mobile puzzle challenge in which team of 6 players each travel in a van, solving a clue at each destination that leads them to the next. Information about the Game's history can be found here, and official details about our event can be found at The Mooncurser's Handbook web site. Early in our planning process, we agreed that we wanted our Game to be more social than most. Often in a Game you see very few other teams, and even when you do you're all embroiled in whatever puzzle is facing you and may not take time to chat. We wanted teams in our Game to have a chance to get to know and interact with each other. Towards that end, we tried a few experiments. We knew going in that reactions would range from love to hate, and decided we were OK with that. Hopefully more people were in the former camp than the latter.

The big experiment was dividing the game into four legs, with a pit stop between each one, and serving teams a meal. When teams arrived at the pit stop, they were fed a complete meal and given time to relax, chat with other teams, and participate in an activity that would translate into a slight advantage in the following leg. This structure meant that all teams would start on roughly equal footing four times during the Game, and no team would get too far out in front of the pack. Everyone would be seeing each other throughout the event.

The second big experiment was running a trading game concurrent to the traditional puzzle-based Game. The trading game was inspired by Sid Sackson's Haggle, but tweaked to better fit a Game format. Instead of getting a bunch of stuff at the beginning and then first trading for info and then trading their commodities, teams got a few goods at the start of each leg and more upon arriving at each clue site. Upon leaving a site they got a manifest of what would be available at the next one, with the idea that figuring out what they wanted at the next stop would give teams something to do during the drive between sites. Information was also doled out a little at a time through the Handbook itself (see below), but all teams got the same information at the same time-- so trading information wasn't really a factor. Teams [mostly] didn't have to worry that everyone else knew something they didn't. At each pit stop teams had to hand in their goods to us for scoring, and anything they kept was worthless in the next round.

The goods themselves were custom-made trading cards with the name of the item, an illustration (all drawn by GC member Dana Young), and pertinent stats about the item (in round one, this meant whether the item was ANIMAL, VEGETABLE, MINERAL, or MANUFACTURED; in round 2, items were given some combination of additional qualities FOOD, DRUG, SEX, UNETHICAL, DANGEROUS, and RARE; in round 3, each item had a QUALITY rating of 0 to 10). Additional information about each item could be found by looking it up in the Mooncurser's Handbook.

The trading game existed to give teams something to do during drives, to encourage teams to interact, and to manifest the smuggling/trading angle of the Game's theme. Rather than have an overarching story, we decided to make the trading game, and the universe revealed by the Handbook in the course of pursuing it, our story. Some teams found it to be overwhelming, with too much data to synthesize effectively. Others really got into it and were actively trading right up until the last possible moment.

The Mooncurser's Handbook itself was a Zire app loaded with data, none of which was initially available to players. Upon finding each clue teams got an arrival code which, when entered into the Handbook, started the automated hint system for that clue. At predetermined intervals, the Handbook Intelligent Neural Tracer, or HINT system, sifted through players' unconscious thoughts to detect any brilliant ideas just below the surface and alerted players to insights they were about to have. Entering a correct answer into the Handbook unlocked a page of content about that answer in the Mooncurser universe, providing GPS coordinates of the next clue site and possibly unlocking additional Handbook entries. Some Handbook entries contained information about bonuses that could be achieved through certain combinations of trade goods. The full content of the Handbook will eventually be posted online.

Another experiment involved bringing teams to a hotel on Friday afternoon and hosting a banquet and pre-game event there on Friday night, with teams staying overnight to start the Game itself early Saturday morning. Something similar had been done once before for the Jackpot Game, but we had something a little different in mind. The combination of the hotel rooms and pit stop meals meant that other than keeping their vans gassed up, teams would incur no incidental expenses from their moment of arrival to their moment of departure. This "Club Med" all-inclusive aspect of the experience was one of our big design goals, carrying through all the way to such details as creating a Galaxy Today newspaper for teams to enjoy with their Saturday morning breakfast.

Another design goal was to make the route more than just a bunch of clue drops. Whenever possible, we designed puzzles to fit our sites. Big Rock Garden, Binary Garden, Conway (skipped by most), Rock Paper Scissors, UW Bothell, Tolt River, Galaxy 12 theater, the corn maze, Seattle Center, Guild 45th theater, Sunset Bowl, downtown Ballard, Sturgis (skipped by everyone), Constellation Park, and the Museum of Glass sites all had puzzles designed specifically for those locations, usually incorporating features found there.

While I created a couple of puzzles (the signpost, which most teams skipped, the corn maze tiles, and blackjack) and collaborated on a few others (sculpture garden, Galaxy 12, early charades concept, bowling, some crossword-style clues at Elements (the split-up-each-team site), and Blinky), my primary responsibilities were for the trading game, the Handbook content, the pit stop activities, the Friday night post-banquet event, the newspaper, and the soundtrack audio CD.

The soundtrack CD was inspired by a similar disc we received during Shelby Logan's Run. I realized pretty early on that each track was connected with a site. That Game was entirely over the top, with helicopters, scuba diving, power boating, machine guns, and ATVs-- so when one of the last songs was Van Halen's Jump, I was convinced a tandem skydive was in our future and spent much of the game psyching myself up to do it and not let the team down (the song actually referred to a bungee jump). I'd really enjoyed using the CD to try to anticipate what was coming at each site, so I convinced the rest of GC to provide a similar CD for our Game. We told teams outright that it wasn't a puzzle, however, so I fear most teams may not have given it any attention.

More thoughts beyond the [More...] link.

What Went Well
The banquet food was surprisingly good. I expected mediocre hotel food, but everything was really quite tasty (mmm... escalloped potatoes...). Most people seemed to enjoy the friday night event, and all six challenges got accomplished almost within the expected time frame. Saturday breakfast delivery went without a hitch. I know of no hotel-related snafus. The Game started on time. People seemed to enjoy the games at the first pit stop. The corn maze, at night under the light of a full moon, had a spectacular vibe. We only needed to use footage of ourselves for 4 of the 30 charades in the charades puzzle-- the rest were culled from footage shot the night before during one of the friday night activities (and some of that footage was quite terrific). The movie theater location itself worked very well (thanks, Kim and Nate!) and really upped the ambiance of that puzzle. Everyone loved bowling. Blackjack held teams' interest for longer than intended. All teams got to the finish. All teams got fed at the pit stops. Staffing each site meant we got to interact with teams a lot, and were always on hand to swiftly handle problems as they arose. Using text messaging to spread the word about what was happening at each site worked very well (at least, until the SMS server went down for a bit before sunrise). The friday night stuff, pit stops, and trading game accomplished their goals of providing the means and motivation for team interaction-- I've heard from many players that they met and talked with lots of different people.

There are probably other things that went well, but these are the ones I observed directly.

What Went Wrong
The hotel kitchen had the wrong time for dinner on their schedule, and so the banquet started about an hour late. We misjudged the difficulty level of some friday night activities, resulting in some getting less play than anticipated thereby increasing the lines at others. People wound up waiting in longer lines, and we had insufficient staff to rectify the problem swiftly. Teams had trouble mapping the completed strips puzzle to the inlaid grid at the clue site (four beta teams had no problem here). Teams ignored the map of the artwork where the Codex puzzle was distributed, and therefore didn't understand that the "3" in the decoded message referred to the part of the artwork labeled "3" on the map. Once there, some teams still had trouble locating the proper book. There was some staff confusion about which teams were entitled to laminated decoder cards at the river. Helpers accidentally gave out only one answer card at the end of the river instead of two. Teams got to the corn maze about an hour late, so dinner was cold. Symbols in the maze were more difficult to locate than expected. We cut the puzzle immediately following the corn maze to try to get us back on schedule. The Tile Trouble puzzle at Seattle Center was too similar in feel to the corn maze search that immediately preceded it. Teams had more trouble assembling the Seattle Center cube than our beta teams had. Teams got skipped over the last 2, and in some cases 3, puzzles in the third leg (which we had planned for as the worst-case scenario, so it could be argued that this actually went well in that sense-- we knew in advance that we might skip those 3 locations, and so were prepared to do so-- but of course we'd have preferred teams got to see more puzzles). We didn't receive all the griddles we'd ordered, and so pancake production at breakfast ran at 50% expected capacity, thus prolonging the blackjack activity and delaying the start of the fourth leg. The custom electronic devices for the Blinky puzzle never got made, and so a software CD version was used instead. The CDs were burned on a Mac, and apparently PC laptops had trouble reading them. We were chased away from the Blinky site by the owner, who didn't like lots of vans in his parking lot. Some teams found the Blinky CD early, when the tape holding it to the underside of their seat failed. Even after applying a water mist, some teams couldn't read the message written on Rain-X on the inside of their van windows (contrary to some complaints, it was there, just hard to read unless you looked from the proper angle). Some teams got skipped over the final "meta" puzzle, which used information from the Handbook entries they'd been reading all day long. Some Handbooks crashed multiple times-- not sure how widespread the problem was, or if it was isolated to just a few devices. Fortunately recovery was fast and simple without any data loss. Staffing each site in person was physically demanding. Final standings have not yet been determined, due to timing imbalances caused by the Blinky problems.

I don't know how much of this stuff was noticable to players. Some might have been noticed, but made little or no impact. Others, like the Blinky problems, might have been major fiascos. I certainly hope all the things that went well outweigh whatever problems players may have encountered, but I know from past experience that even a single problem can sour someone's perception of the entire event.

From my own perspective, all the little (and some not-so-little) problems I saw made it difficult for me to celebrate at the end. Objectively I know that hiccups always happen in an event of this complexity, and I should be able to look past them to see everything that went right. But since I didn't play in the Game, I can't react to the players' experience because I don't know what it really was. I can only react to my experience as part of GC, trying to mitigate problems and keep things running smoothly. I play a lot of board games, and I always say that it doesn't matter to me whether I win or lose. What's important to me is that I played the best game I could play. I kick myself for the mistakes I make. In this case, at this moment, I feel that although we put on a good Game, we at GC could have done better. Some of the gripes players might have-- whether or not they liked the trading game, for example-- I accept as the cost of doing business. We were never going to please everyone in that regard. But we'd all run puzzle events before. As organizers we have, collectively, five MS puzzle hunts, 1 Game, and multiple MS Intern Puzzle Days under our belts. Many of our problems were foreseeable-- in some cases, even foreseen-- and should not have been allowed to happen. In the future I might discuss them at greater length, in the hopes that future organizers of similar events might learn from them and not repeat them.

Perhaps the most unexpected thing is that I think I enjoyed the planning of the event far more than the actual running of it. Other big events-- game shows, puzzle hunts, etc-- I've enjoyed running as much or more than planning. This time it was the other way around. Maybe that's because planning was a social group activity, and running was more solitary and stressful. I only saw bits and pieces of the actual event, and most of what I did see were the pit stops where I was stressed about keeping things going smoothly and getting our schedule back on track. I think I most enjoyed staffing the theater, where I didn't have to orchestrate as much and so my level of stress was lower.

I'm looking forward to honest feedback, both good and bad, from players about their experiences.

Posted by Peter at August 22, 2005 10:57 PM
Comments

Don't beat yourself up. There was far more good than bad last weekend. That there were as few glitches as there were is a testament to the sheer volume of planning you guys must have put into it. We found no errors in any puzzles (that I remember anyways), the handbook was awesome and ours only crashed once (what are you guys doing with them anyways? I had hoped in vain that we got to keep them...), the puzzles, as you said, were often quite integrated with the locations, and it was very approachable for us newbie teams.

You guys have said more than once that the pit stops were rest breaks, but the challenges during the stops prevented rest from occurring. This was especially true due to the fact that at the first pit stop, teams that didn't win at least one game were given zero trade goods for the next round - two of our team members missed dinner that night, wandering desperately through the corn maze because we thought if we didn't succeed there we wouldn't get trade goods for the next round.

This game was both more intense, and less intense than I expected. More intense due to the trading and trying to solve the newspaper in the first leg, so that we were going pretty much full speed for five hours straight, though it did slow down a bit after that (and a lot in the last leg.) Less intense, in that we didn't do the kinds of things I'd read about in previous games - going to some location, where you're not sure you're even supposed to be there, and doing insanse stuff like search through a prison or climb on top of the space needle. That's the tradeoff of every site being staffed, which I'm sure you were aware of. I understand there's a history here (as well as a ton of newbies), so I hope the next one can stretch the boundaries of safety and uncertainty just a tiny bit more now that this weekend was so successful.

Your strategies to get teams to interact were a success - right now I desperately want a message board or forum to swap stories, trading information (I was our team's trader) and strategies with the other participants. Even coming from the PuzzleHunt community, I got to meet a lot of other people from PH that I had never really interacted with before.

We listened to a song or two on the soundtrack during the first breakfast, but somehow never got around to throwing it in any time during the rest of the weekend. I still plan on listening to it and reminiscing, so your effort wasn't totally wasted :)

The weekend took a lot out of me, and at times I wasn't sure that I would want to do it again. But now that I've recovered, I'm glad for the experience and can't wait for the next one.

Posted by: Steve Dupree on August 23, 2005 09:03 AM

I think Steve hit the nail on the head. Very few of the things you listed as having gone wrong were visible from the customer side of things. The only measurable morale drop on Shark Bait was due to a series of compounding bugs in the "WHO F***ED WITH MY SHIP?!" clue. And we even got over that as soon as we got some momentum on the bridge of glass puzzle (which was a cool puzzle, even having seen a similar puzzle barely more than a month ago).

This is in contention for being not just the smoothest running Game that I've seen, but the smoothest running puzzle event I've seen of any sort, _especially_ given the complexity. Stop beating yourself up.

I'll have more detailed feedback posted on my blog over the next few days-- feel free to drop by.

Posted by: Scott Blomquist on August 23, 2005 10:27 AM

This was the first Game for myself and four of my teammates on The 'B' Ark, so I have nothing to compare it to. But overall it seemed to go much smoother than I would have expected given the amount of complexity.

The charades movie was inspired, and I really loved the Labrynth puzzle (probably my favorite). We were one of the teams that had trouble mapping the strips to the grid on the second site, but that was entirely our own fault, as we failed to realize that the man on the grid was upside-down, as we were using it. (That said, did you know there was a second 23 x 76 grid about 100 meters away, containing slightly different information? We stumbled across that and we certain that it was relevant.)

The only puzzle I did not like was Codex, as both halves involved searching for things (the first for the strings of digits or letters, the second for the book) which I thought was uninteresting. We never saw the artwork map, despite searching all over for it.

I really liked the trading game, but our team (as with many of the rest, from what I gathered) gave up on it on the third leg, as the rules became too complex and the opportunities for trade too few. Plus, our low placing in the first two legs gave us almost nothing to work with, cargo-wise, and it just made more sense for us to ignore it and focus on the puzzles. I would have prefered the the trading half and the puzzle half to be entirely divorced, with all teams starting with the same amount of goods, regardless of place.

One thing I *really* appreciated about this was that there were no red herrings or other "tricks." It was nice to know that we could trust you guys to play fair. For example, we could have easily have squandered a lot more time trying to figure out how that second grid fit into the "Shredded ET" puzzle, but at some point we just said "you know, GC has played straight with us so far, so the solution to this puzzle almost certainly doesn't involve randomly stumbling across a clue 100 meters away." Ditto for our malfunctioning Blinky disk -- when it didn't work, we knew immediately that the disk was bad, not that you were hornswoggling us in some nefarious manner.

Posted by: Matthew on August 23, 2005 11:20 AM

Ditto what Scott said - SharkBait had a fantastic time. Overall, from my perspective this was a very polished event, and there were only two incidents that felt a little rough. One was the technical glitch with the Blinky CD, and the other was the mob arrival at Seattle Center, where we had to wait for valet parking. (BTW, were you aware we'd pulled the same trick ("valet parking" in order to mess with the players' vans) during the Intern Game just last month? With five team members who'd been involved with IG, we immediately suspected you were up to something.)

I think part of the reason SB lost momentum during Blinky was that it was lunchtime, and we *really* needed to eat, but none of us realized that at the time. We did have a vanfull of snacks and we were parked in a grocery store parking lot, so this was something we could have easily remedied. I was also told by a team member that at one point during Monopoly, all six of us had fallen asleep, which I suspect impacted our solve time on that puzzle. But both of these were issues of team management, not anything GC had control over. Next time, I hope we'll come up with a better way to manage that.

Your plan to resurrect the Seattle Game community seems to have gotten off to a good start.

Steve (and others): I understand the Bay Area Game community has a Yahoo site for Game-related discussion. I'm sure that kind of thing would go over well for Seattle Gamers as well. *nudge*nudge*

Posted by: Grubs on August 23, 2005 11:53 AM

Oh, and we never listened to the CD because we assumed that it was a compilation of the "Least Favorite Songs" from the pre-game questionaire. (Actually, we did listen to the first few tracks, and nothing we heard caused us to question that belief). What was the track listing?

Posted by: Matthew on August 23, 2005 12:35 PM

This was my first Game, and it was an awesome experience. You guys did an amazing job. My favorite aspects have mostly been listed by other people, so I'll be brief:

1) The pit stop system was inspired, and I hope it will become a standard feature of Games to come.

2) Puzzles required virtually no reference material or Internet access.

3) Lots of the puzzles included the site as an integral component. I don't understand the previous poster who wanted more "take-it-back-to-the-van-and-kill-it" puzzles. I'd save those kinds of puzzles for Puzzle Hunt and its ilk. If we spend time driving to a location, I want it to pay off by having the site be important.

4) The central activity of most puzzles was something fun to do. I think an aspect of puzzle design that is often missed is that a puzzle is a form of entertainment, not just a means to separate winners from losers. The designers of these puzzles clearly generally embraced this idea.

5) Encouraging inter-team cooperation. Though I didn't like the trading card thing, I liked the fundamental goal, and I liked the cooperation that happened at the Friday night event.

6) Most puzzles could easily accommodate many, many teams at once.

7) Often something would happen early that would have a pay-off at some far-off time.

8) Almost no bugs in puzzles.

My favorite puzzles were: #1 Charades, #2 Rebus Dominoes.

I could say a few negative things, too, but for now I'm focusing on the positive since that was by far my overall impression.

Posted by: Jay Lorch on August 23, 2005 12:45 PM

Peter, do you think you could do a post on "things we should have done differently"? I know you have a list of things ("what went wrong") that you wish had gone better, but I don't mean that; I mean big-picture decisions that you made early on that in retrospect didn't work out so well. For instance, did your decentralized GC work out OK? At the end, maybe have some other folks cooking burgers so that you could hang out with the arriving teams? How was the route in retrospect? What would you change about the card game after seeing how we played it? This is more of a "lessons to future GCs" and thus useful for the community.

Posted by: John Owens on August 23, 2005 01:49 PM

Like Jay, this was my first Game, and I had a blast. My teammates had prepared me to be paranoid---that GC and the other teams might try to mess with our heads or mislead us. That was clearly not the case, which we all appreciated. I had a lot of fun with Charades (despite my embarrassing clip) and Elements. If you hold one next year, I'll do my best to be there. Thanks for organizing it!

Posted by: Megan Clancy on August 23, 2005 02:16 PM

As one of the beta testers, what I know is how the chocolate puzzle went. Did you guys manage to fix this "This tastes like liquid pain!!!" problem?

Posted by: Patrick on August 23, 2005 02:43 PM

Patrick: We changed that puzzle to be non-edible (felt shapes), moved it to later in the route where it was likely to be skipped, and in fact wound up skipping almost everyone over it.

John: I'll see about the kind of post you suggest. Not sure if it belongs here or on the official site once we get the forum going.

Matthew: I expect the track listing to be part of the official site wrap-up once it's ready. As for searching, typically in Games there's a search for the clue at many clue sites. That element was largely eliminated from our game because of our staffing solution. Instead, we had search elements within some of the puzzles themselves. What I personally like about searches is that the process parallelizes well across the entire team, success is usually very satisfying, and teams can often make up time if they're lucky or efficient. Less cerebral, perhaps, but the Game exercises multiple skill sets.

Jessica: We knew the intern Game had used the Bridge of Glass, but decided that a) there was no player overlap and b) we liked our puzzle better. =) I may have heard about van tampering in the intern Game, but I don't recall. Both ideas were firmly established in our Game plans well before the intern Game decided to use them.

Posted by: Peter on August 23, 2005 02:53 PM

A little more insight into the SharkBait experience.. Our only real pain point came from multiple issues with the Blinky clue. Finding the CD way early (right after we left Seattle Center), having the Zeus reject "blinky" as a code at that point, and not being able to read the data caused us to drop it in the basket of solved puzzles and miscellaneous junk we'd collected, and pretty much ignore it from then on. We also confronted GC multiple times about it and my impression (although I didn't have first-hand contact) was that we were basically told that they didn't put it there. There's a big difference between "we don't know anything about it" and "we didn't do it", and I'm not sure what GC's actual response was. In retrospect, it should have been obvious that GC would be the only ones that would bother to not just drop something off in our van, but to do so with duct tape. At the time, it seemed perfectly reasonable that the "ARR" written on the disc was just an indication that some pirate was messing with us.

When we finally got to the radio broadcast, combining the earlier troubles with the disc and the lack of clarity of the invisible writing (although I may be blind - one of our shipmates clearly saw a 'B' and repeatedly pointed it out to me - I could still only see the first down stroke), this stop was easily the most frustrating part of the trip. On the upside, once we actually got into the Blinky portion, the decoding part was quite fun.

I'd like to apologize to GC for being a bit bitchy when we left the 3rd stop - the statue garden. We'd gotten some garbage at the start of the message which seemed really out of place, especially given how clean the puzzles at the first two stops were. I was later told there was a second head on the turtle that we missed. Also, for some reason, the head of the fish in the heron's mouth didn't actually count. I was also a little ticked at myself for recognizing the orientation aspect as the correct method for solving (Jess called me with this idea and it absolutely clicked for me, since my pool of statues ALL had clear faces and thus directions), but not stressing this to the rest of the team.

I'd also like to thank the rest of my teammates (especially our mighty trader Andrew) for ignoring my initial negativity towards the card game. Once we started learning a few of the rules, it was quite fun to try and combine a favorable set of attributes at each stop so we'd have a good hand when we rolled into the pit stop.

I echo my teammates' sentiments above - overall puzzle quality was extremely high. The only actual error I noticed was a single incorrect character in the sample Vigenere encoding on the bomb detection kit instructions page.

The timing of the puzzles was well-done too. Star Trek, which was more of a "can you follow the directions" instead of a "figure this out" type of thing, was a perfect way to start the final leg. It's much more of a challenge at that point in the Game, since everyone's pretty well sleep-deprived by that point.

Equally impressive was how on-target the hints spewed out by the Zeus were. With just a few exceptions, you seemed to have anticipated just about all the stumbling blocks teams might have - quite a feat for hints written ahead of time (I'm guessing the beta process helped you fine-tune these a bit). In our case, we were usually on pace or a bit ahead of the hints, so I'm mostly evaluating them in retrospect, but the progression seemed to match our thought processes quite well.

I agree with Peter's assessment that skipping the 2nd puzzle on the 3rd leg made the Seattle Center stop a little annoying, especially since I had the luck to be on the half of our team that got to look for those goofy little plaques (a bit of a "didn't we just do this" moment).

The puzzles where we got to assemble something were my favorites. Though we started out making the shredded ET strips more difficult than they needed to be, the whole thing came together beautifully. The plastic cube was likewise excellent, although I think "geo ape" is a fine answer. "Spy doorman" still makes me laugh.

Posted by: Derek Westcott on August 23, 2005 03:17 PM

Blinky was our worst puzzle, too. Our first thought was "there's something written on the windows", but after a thourough spraying showed nothing, we were eventually reduced to spraying every surface in and out of the van - the ceiling, under the hood, unloading the trunk and spraying the back of the back seat, pulling the seat belts out to spray their entire length(!!).

I suppose if we hadn't made the odd choice to drive to a different parking lot (god forbid the other teams see what we were doing), Jeff might have noticed us doing all this and stopped us. Or at least gotten a laugh and perhaps a few pictures.

Posted by: Steve Dupree on August 24, 2005 08:48 AM

All right, rabbit, you've convinced me. Seems like much fun was had by... if not all, then perhaps most. It was hard for me to tell, since other than the Guild the only places I staffed were the pitstops, where top teams generally arrived elated, but where other teams arrived looking some combination of exhausted, frustrated, hungry, or relieved. It was hard to look through that to see whether or not they were having a good time.

Derek: You should be sure to do the Signpost puzzle, which is at least partially an assembly puzzle. And I designed it and was bummed all but two teams skipped it, so I want as many people as possible to see it.

Posted by: Peter on August 25, 2005 04:53 PM

A teammate and I did signpost on Friday - that was a fun twist on the classic logic puzzle!

Posted by: Andy Rich on August 27, 2005 08:01 PM

Hi Peter, my name is Bruce and I'm trying to learn more about puzzle games in Seattle. We played a scaled-down mini-Game as an orientation activity at Princeton's Grad College several years ago, and I've played the Park Challenge in SF once. I really enjoyed both and would love to find some more in the Seattle area - I'm actually in Vancouver, Canada, but I think there's not a lot of this kind of activity up here.

Looks like I just missed The Mooncurser's Handbook, but is there anything similar in the near future? (Especially anything a bit less hard-core!)

Bruce

Posted by: Bruce on October 30, 2005 09:35 PM
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