What is it?
In this quick-thinking game, players explore their preferences and interests by deciding whether they are "in or out" on a specific offer, such as "having a pet kangaroo."
How to Play:
One player offers a suggestion, and the other players decide whether they are in or out. The suggestions don't have to be realistic. In this game, you might decide to be in or out on a non-gravity day, for instance. Or in other words, normal consequences may not apply ... or will they? ;-)
ONE ON ONE:
In a one-on-one, in-person setting, this game looks a lot like Choices. To indicate your choice, you can move to one side of the room and the other, or point to one side of the room or the other. You could also use two quickly sketched signs (in/out) laid out on a desk and tap the sign of your choice for each round.
Use the moving or pointing methods above, or hold up your sketched signs to the screen.
Use the chat to indicate your choices, or the "raised hand" feature on Zoom. The facilitator can choose a player with a raised hand who was in for the previously indicated option to give the next suggestion to the group.
You could also ask everyone to go find a hat in their house and put the hat on for in, and leave it off for out.
During live play, players can swap places across the circle when they are in to try something. Use one less chair, or one less masking tape x than players, so that one person is always "trapped" in the middle of the circle. The player in the middle starts play with their offer. "Wind sailing ... Are you in?" and then tries to steal a place as other players swap spots. Whoever is left in the middle starts the game again.
When the first player is thinking of their ideas, invite everyone to come up with one or two so that when their turn comes around, they're ready.
If someone gets stuck in the middle, facilitators can take their spot, or ask another player to tap in. The game is most fun if new players end up in the middle each round.
Characterization: Players make choices based on what their character would be in or out to do.
Idea Generation: While playing, players will often remember things that they actually have done, or that they'd like to do someday, which can spark memories of life experiences or fresh ideas to use as a basis for stories.