The current Survivor model tends to punish the stronger players as the weaker ones vote them out as “threats”. Too, it allows people who can’t contribute meaningfully to the task of survival to ride the coat tails of those who can.
I’d like to see the program focus on really finding the best “survivor”. I’ve added some twists and turns along the way to keep it interesting, and have made it difficult for alliances to last – especially alliances of weaker people.
Rounds 1 -- 4 (Start with 20 players)
The contestants show up on location and head immediately to the first reward challenge.
- Reward Challenges – top 4 finishers get reward (off-site food / adventure / fire / fishing spear, whatever).
- Immunity Challenges – last place finisher is automatically gone.
Round 5 (16 players)
We split into two teams of eight here. Here’s how it goes:
- Reward Challenge: Top two finishers get to choose first member of their team. As each member is chosen, they then choose the next member of the team.
- Immunity challenge: challenges are still individual-oriented. Timed relays, puzzles, strength challenges, etc. The team score is the total of all individual scores. Both teams must vote off one of the three worst performing individuals from their team.
- Round five twist: Capture the flag is introduced. Each team must hang a flag in clear view at their camp. If a member of the opposing team can steal the other team’s flag without being caught (caught meaning having their name called out correctly), then that team member can choose to steal something from the other team (tools, tarps, spear, or spot on reward.)
Round 6 (14 players)
- Reward challenge: Winning team gets full team reward.
- Capture the flag in play.
- Immunity challenge: challenges are still individual-oriented. Timed relays, puzzles, strength challenges, etc. The team score is the total of all individual scores. Both teams must vote off one of the three worst performing individuals from their team.
- Reward challenge: Winning team gets full team reward.
- Capture the flag in play.
- Immunity challenge: challenges are still individual-oriented. Timed relays, puzzles, strength challenges, tug-of-war, etc. The team score is the total of all individual scores. Both teams must vote off one of the three worst performing individuals from their team.
Round 8 (10 players)
- Reward challenge: Back to individual challenge. Top five finishers get to pick their new team mate – we’re going to five two-person teams. Each team must gather their own food / water and rebuild shelters.
- Capture the flag ends.
- Immunity challenge: The losing team goes home.
Round 9 (8 players)
- Reward challenge: Winning team gets full team reward OR they can force two teams to swap a team member – AFTER they hear what the upcoming immunity challenge will be (e.g. memory game, strength contest, speed, puzzle, obstacle course)
- Immunity challenge: The losing team goes home.
- Reward challenge: Winning team gets full team reward OR they can force two teams to swap a team member – AFTER they hear what the upcoming immunity challenge will involve.
- Immunity challenge: The losing team goes home.
Teams are now split up into four one-person teams. Teams are allowed to cooperate if they so wish. If there’s only one person left who can fish – then it’s possible only that person will eat…
- Reward challenge: Winner shares reward with two other people of their choice. Someone gets left out.
- Immunity challenge: heads up contest, loser goes home.
Round 12 (three players)
- Reward challenge: Winner gets to share reward with one other person of their choice. Someone gets left out.
- Immunity challenge: heads up contest, loser goes home.
Round 13 (two players)
These are our finalists. They compete in one last mega-challenge. This is for pride and to demonstrate to the jury that they’ve managed to move themselves away from just surviving to actually thriving. Imagine a final challenge that mixes brains, speed, brawn, skill, memory, etc.
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