The May contest was HARD. And I get it, - in the tabletop space it's hard to think of mechanics that couldn't also be done with little pawns as well.
Or is that way off, and designers just weren't inspired by this challenge?
So with only 2 real entries, (and a couple more supplied by Mindspike to fill it out a bit), we'll go right into the critiques.
What makes a human-scale game?
How did these entries do at it?
How could a current game be changed to be human scale?
Here are the entries. Read them first!
This is a topic we wrestle with constantly at Wild Streets when we're making new games for a festival. All of our games are played at human scale, and what you all have noted are some of our common "human" issues.
One thing in particular that overlaps tabletop and humanscale is the idea of "object immanence." That is, does the representation of an in-game object help indicate the mechanics that govern it? Are the traits inherent in the form?
For example, we have a game based on John Carpenter's The Thing played in a space the size of a warehouse. In the game, players are allowed to only carry one object per hand. Originally, the objects were on cards that they earned from minigames played at the base's various stations. The game is a tense one - players need to be aware of who's around them at any time, as they might be turned into an alien. Because of this, procedural rules like "only 1 card per hand" are lost. You can easily hold more than one card in hand.
In a later version, the cards were replaced with coloured balls - the kind you'd find in a ball pit. With the larger object, the rule of 1 per hand was naturally enforced. Sure players could physically hold more than 1, but the natural grip on a single ball implies the rule. Players with special powers were given the ability to break this - and it felt like breaking a rule.
In other words, the ball had immanence of "scale' that reinforced the hand-limit mechanic (crucial to getting players to move around and cooperate).
The other aspects mentioned above are also utilised in games like this. There is no great structure around an alien player "turning" a human. The game is played in timed round - the "daytime" where players run around gathering materials, performing tasks at stations, etc in order to prepare for the "evening" when players gather in the common room to resolve the day's mission. The aliens' get to turn only 1 person each day, and that's the only rule. Being quiet about it, getting people alone, earning trust; all that stuff is simply in their best interest (as it is in many social games). Because of the physical space, and players' locations being among the "hidden information" of the game, the aliens have a lot of very REAL flexibility in how they use the space and play. This is in contrast to boardgame deduction games, where there is often abstract card play (like Battlestar Galactica) to indicate cooperation/deception.