GDD
Link to Full GDD: https://docs.google.com/document/d/1L7J4BhmhmzPHms-KOWq1RwsF6EFm74gLPo8M0gybuKI/edit?usp=sharing
Section 1-4:
1 Title & Basic Info
Title:
Cost of Con-nection
Players:
3-6 players
Length:
20-30 minutes
Age:
12+
2 Razor
An immersive party card game where players converse as elderly individuals, family members, and scammers, navigating trust, deception, and hidden motives to reveal the true family connections and prevent scams. Roleplay, converse, and convince others to succeed.
3 Slogan
"Ring! Ring! Ring! Will the scams dial you up or will you stay sharp and keep the con artists on hold? Who knows who calls next."
4 Vision Statement & Top-level summary of your game idea
Cost of Con-nection is an engaging and lighthearted social deduction game where players navigate trust and deception through quirky conversations. Each player must use conversation and strategy to either deduce or deceive while taking on roles as elderly individuals, family members, or scammers. Elderly players strive to identify who they think truly cares for them and avoid falling victim to scams, while family members aim to prove their credibility to gain favours and scammers work to mislead. With hidden motives and immersive role-play, the game offers an intense and comedic exploration of trust and vulnerability, revealing deeper insights into human connections and the challenges faced by the elderly in the modern world. With hidden motives and immersive role-play, the game offers an intense exploration of trust and vulnerability, revealing deeper insights into human connections and the challenges faced by the elderly in the modern world.
Section 8-13:
8 Narrative/Story
Back in their day, the grandparents dabbled in a few “naughty” things that no one in the family talks about—shady deals, a bit of mischief, or maybe a brush with the law. Those old misdeeds have piled some large heaps of money and some serious bad karma, and now, as they grow older, it weighs heavily on their superstitious minds. They’re convinced that to counteract this karma, they need to do as much good as possible, or else their remaining years will be shaved off, leaving them to die before they ever get to meet their great-grandbabies. Driven by a mix of guilt and the desire to live long enough to connect with the next generation, they’ve become compulsive about “doing good.” In their minds, this often translates into giving out money to family members to show their love, as that’s the only way they know how to, and make amends for the past. But as their children have grown up and built families of their own the distance has grown leaving them disconnected and alone. As age catches up with them, their memory has started to fade, making it harder to recognize the voices on the phone. Lately the phones have been ringing off the hook. With the hopes that it is their family members they so dearly miss, the grandparents answer only to realize they aren’t so sure who it is on the other side. The grandparents desperately try to recall details about their family to guide their decisions, but the fog of memory loss forces them to rely on small clues and intuition. It doesn’t make it any easier that they can barely hear the conversation after living 90 full years. The stakes are high, they must balance trust and paranoia, hope and caution, as they navigate their way through a maze of voices on the phone, searching for the true family members who they think genuinely care for them. But does the family really care anymore than the scammers do? That is to be determined in Cost of Connection.
9 Game Mechanics
GameMechanics for Cost of Con-nections events.
Players: 3-6
Target Audience: Younger audiences but is suitable for all ages during social gatherings and family events.
GameDuration: 20-30 minutes
Core Mechanics
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Role Assignment and Identity Concealment:
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Players are split into two roles: Grandparents (1-2 players) and Callers (remaining players).
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Callers are further divided into sub roles, Family Members and Scammers.
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Family members aim to gain the grandparents' trust and receive money, while scammers attempt to deceive the grandparents for financial gain.
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Callers’ roles remain concealed throughout the game, with only grandparents revealing their identity.
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The grandparents must then recite the intro narrative card to the rest of the players starting the games story.
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Calling and Conversing:
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Each caller has 2 minutes per turn to convince the grandparents to provide funds.
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Grandparents wear noise-suppressing headphones to simulate difficulty in recognizing voices and hearing loss, adding a level of challenge in communication for both callers and grandparents.
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Discussion and Decision-Making:
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After the Call Phase, grandparents have a Discussion Phase where they choose whether to use a Helping Hand card (power-up) to aid in decision-making and decide who to give funds to. If no card is used, grandparents have 2 minutes to discuss who to give money to based on the call conversations they had.
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Resource Management:
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Grandparents have a limited number of coins that they must distribute at the end of the game.
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Scammer “Wiretapping” and Data Purchase:
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Scammers can listen in on family members’ calls, to confirm what information that they have is accurate to help improve their deception tactics. The only rule being that they must stick to the information on their card when calling.
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Endgame and Win Conditions:
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The game concludes after three rounds, with grandparents revealing their final choices of the identities of the caller players and the total amount each team received.
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Victory Conditions:
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Grandparents: Win by correctly identifying family members or if family members end up with the most money.
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Family Members: Win by ending the game with the most money.
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Scammers: Win if they acquire the most money.
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The end:
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All players will get narrative cards that match their win state that completes the grandparents' stories.
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Secondary Mechanics
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Helping Hand Cards:
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These cards offer special abilities or resources to the grandparents, such as allowing additional sticky notes or granting them extra call time with a selected player of their choice.
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Prompt Cards:
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Prompt cards provide conversation topics for callers to use during their call, giving structure to the interactions. Callers can creatively adjust the prompt but must stay within the subject intent.
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Tie-Breaker Round:
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If both family members and scammers end with the same amount of money, a tie-breaker round occurs where each team recalls facts about the grandparents. Each correct fact earns additional points, determining the winning team.
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Game Setup and Flow Overview
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Game Setup:
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Players assign roles and prepare initial resources (coins and cards).
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Grandparents prepare with coins, headphones, sticky notes, and Helping Hand cards, while callers separate into family and scammer teams.
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Gameplay Flow:
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Each round consists of Call Phase (where callers try to convince grandparents) and Discussion Phase (where grandparents deliberate and callers may use coins for data).
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Victory Conditions:
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After three rounds, roles are revealed, coins are tallied, and the winning team is determined based on the money gained and potentially the tie-breaker round if needed.
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After tallying up scores the Narrative Cards are distributed.
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10 Play matrix

Skill vs. Chance: Skill 65% / Chance 35%
The game is slightly more skill based, as players rely on their abilities to communicate, observe, deduce, and strategically interact with others. Success depends on reading social cues, interpreting dialogue, and making calculated decisions rather than relying on random chance. The roles (Elderly, Family Member, Scammer) are assigned randomly at the beginning, but this is where the chance element ends, as gameplay focuses on players’ choices and interactions. Chance also comes from whether or not information presented can be used by the scammer to deduce which of their information is accurate or not through another family member's call. Depending on the information that is presented it can help scammers reduce the risk of their decisions as they progress through the game and gain more information. While more chance based elements come from potential miscommunications they may arise when having conversations.
Mental Calculation vs. Physical Dexterity: Mental Calculation 75% / Physical Dexterity 25%
The game primarily requires mental calculation, as players must analyze spoken language, detect behavioral hints, and consider others' motives to deduce identities. The core mechanics involve strategy, memory, and logical reasoning rather than physical dexterity. The simulated hearing impairment element (headphones) adds some physical difficulty for elderly players but serves more to simulate real-life challenges than to test physical skills. There are specific instances where players may be asked to act out certain actions but that is less common but does require some physical skill.
11 Rule Sheet
Digital Rulebook:
https://drive.google.com/drive/folders/1MtQ8UneNicv3K32BZyDeouWRpU6cw4FH?usp=drive_link
12 Playtesting script including testing goals, questions, and assumptions/ hypotheses
Playtesting Script for Cost of Con-nections
1. Playtesting Goals
The purpose of this playtest is to gather insights into the game's mechanics, player experience, and clarity. Specific goals include:
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Assessing Core Mechanics: Determine whether the role dynamics (grandparents, family members, scammers) are clear, balanced, and engaging.
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Evaluating User Experience and Theme Engagement: Test if players feel immersed in the game's social deduction and trust-building aspects, specifically focusing on grandparents’ vulnerability.
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Testing Resource Management: Gauge if the distribution and use of Helping Hand cards, money, and note-taking enhance or hinder strategic decision-making.
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Understanding Rule Clarity and Flow: Confirm that players understand the rules, phases, and objectives without confusion or ambiguity.
2. Hypotheses/Assumptions
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H1: Players will feel engaged and motivated to use deduction to figure out each other’s identities, especially grandparents discerning who’s a family member.
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H2: The Helping Hand cards will add strategic value to the game, helping grandparents make informed decisions and adding an element of resource management.
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H3: Players will experience the intended social dynamics, including trust, skepticism, and collaboration.
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H4: The phases and rules of the game will be clear enough for smooth gameplay without frequent rule consultations.
3. Pre-Game Briefing
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Introduction: Explain the game’s theme, emphasizing social deduction, trust-building, and the grandparents’ dilemma.
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Roles Overview: Briefly describe the roles and each team's goal. Emphasize the importance of keeping roles and objectives secret.
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Game Phases: Walk through the Call and Discussion phases to ensure everyone understands when to speak, strategize, and interact.
4. Playtesting Observations and Data Collection
In-Game Observation
Note for Observers: Observe and note down both quantitative and qualitative data during the gameplay.
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Quantitative Data:
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Decision Time (per phase): Track the time grandparents take to decide whom to give money to during each round. This will help gauge decision difficulty.
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Resource Use: Count the number of times grandparents use Helping Hand cards and how often coins are distributed.
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Role Guess Accuracy: Record the accuracy rate of the grandparents in identifying family members correctly by the end of each round and overall.
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Qualitative Data:
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Grandparents’ Reactions to Calls: Observe any signs of frustration, confidence, or hesitation when deciding if a caller is trustworthy.
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Team Dynamics: Note interactions and collaboration between family members and scammers. Look for strategic exchanges, such as pooling resources or blocking information.
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Use of the Telephone Stick: Observe how grandparents and callers use the telephone stick, and whether it effectively organizes communication.
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Post-Game Questions
Note: After gameplay, conduct a debrief session with open-ended questions and prompt players to elaborate on their experience.
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Clarity and Complexity:
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“How clear did you find the game’s rules and role objectives?”
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“Were there any phases where you felt unsure about what to do? Which ones and why?”
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Mechanics and Resource Use:
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“How useful did you find the Helping Hand cards? Did they impact your decisions as a grandparent?”
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“Were the coins (silver/gold) sufficient, or did you feel restricted by the currency limits?”
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“Did you feel like the resource management (Helping Hand cards, coins) added to the strategy?”
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Player Experience:
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“Did you feel immersed in your role (as a grandparent, family member, or scammer)? Why or why not?”
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“What did you enjoy the most about the gameplay? Was there anything that felt less enjoyable?”
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“Did the game capture the theme of trust and deception as intended? How strongly did you feel this dynamic?”
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Suggestions and Improvements:
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“Is there anything you would change about the gameplay or rules?”
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“Were there any points where you felt the game slowed down or became confusing?”
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“What additional elements could make the game more engaging?”
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Revision Ideas
After gathering player feedback, note potential revisions and adjustments based on observations and player responses.
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Rule and Mechanic Adjustments:
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If grandparents struggle to make decisions, consider adding a “hint” Helping Hand card that provides limited clues about a caller.
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If players find phases unclear, include a quick-reference guide for each player that outlines the round’s steps and role goals.
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Player Feedback Integration:
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If players find the telephone stick ineffective, consider other options for turn-taking.
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Adjust currency limits or Helping Hand card distribution if players feel restricted or under-resourced.
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Gameplay Speed and Engagement:
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Adjust the call or discussion phase timers based on observed decision-making speed. Reduce or extend as necessary to keep engagement high.
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5. Summary of Quantitative Data and Evaluation Criteria
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Decision Time: Measure the average decision time for grandparents. A lower average suggests they understand the role dynamics and feel confident. A high decision time may indicate confusion or complexity in the game.
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Resource Utilization Rate: Track the usage frequency of Helping Hand cards and currency to assess if resources are well-balanced and impactful.
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Role Identification Accuracy: Calculate how accurately grandparents identify family members by the game’s end. High accuracy supports the game’s effectiveness in social deduction; low accuracy might mean roles or clues are unclear.
13 Insights and results from playtesting: Test for foundation/fun and structure, then later for functionality, completeness, loopholes, balance, and dominant strategies
https://docs.google.com/document/d/12Djmj2rd8rsoikWyRDDrEeMdb2Jn_Ze1CiQBIo1Ibjw/edit?tab=t.0#heading=h.vgjjwaihc8ni
*additional playtesting records in are in the Appendix as photos and notes
Playtesting Notes Session 1
Playtesting Notes Session 2
Playtesting Notes Session 3
Playtesting Notes Session 4
Playtesting Direct Feedback:
Game Version 1.0
Playtest #: 1-4 -self testing
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What did you enjoy most about the game? Why?
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Wenyi Ding(Miko)
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For the play test I feel like we need to make more interaction between players. Not just older people and the family or scammers. Also I feel like we can create some rewards to the players who win the game that they can have some benefits on next round
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What were major issues with the game? Why? Any suggestions on how the game could be improved?
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Wenyi Ding(Miko)
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Also I feel like we can create some rewards to the players who win the game that they can have some benefits on next round
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Francesca Reyes
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We learned that we may need to encourage more interactions between 'callers' in our game, as main interactions were between 2 people and the rest of the group 1-on-1.
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Kayla Chen
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We found that we need more way to allow players to connect more with the character/roles they are playing such as more details about their backgrounds that are consistent across the entire game that the players can also build off and take advantage of.
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link to video-recording of playtesting session
Game Version 2.0
Playtest #: In lab - 7th, Oct, 2024- Gordon,Siyu Chen (Tim), Kellystin
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What did you enjoy most about the game? Why?
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Gordon
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Very fun and engaging roleplaying. I played as the grandparent, the simulation for hard of hearing was very interesting and fun to play with.
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Siyu Chen(Tim)
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very high points on people fun.
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Kellystin
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I like the role playing aspect it’s just that the theme is not of my interest. Otherwise I liked that I could go off script and not needing to follow the storyline very much since I was retired in the game
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What were major issues with the game? Why? Any suggestions on how the game could be improved?
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Gordon
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Small problem, but I feel that the grandparent doesn't experience much of a consequence after giving a scammer the money.
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Siyu Chen(Tim)
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transformative, at least for non-grandma players the experience is limited. The roles are distant to my reallife so the learns are not connected back to irl changes.
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Kellystin
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I liked the game generally, but I don’t think the elderly getting scammed sticked to me. We were kind of like making fun of it from how it felt, but that was pretty funny for me.
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link to video-recording of playtesting session



