IAWA - roleplaying at school.
lumpley:
Are you familiar with Zak Arntson's game Shadows? In it, the player says what's the good outcome, and what's the bad outcome, and you roll dice to see which comes true.
Something like that could work pretty well, using dice as a hinge for events, if you see what I mean, instead of as an arbiter of bad consequences as IaWA does. De-emphasize the "good" and "bad," maybe. Get the kids to shout out what different things they think might happen, edit them yourself down into 2 or 3 interesting directions the game could go, and roll to find out which way it does go.
-Vincent
Meguey:
This is awesome! I do agree that we tend to underestimate the imagination, creativity, and capacity of children.
Have you seen The Big Night? It has some pretty solidly good conflict-resolution stuff for playing with kids. Basically, it's that a child who has a roll go bad gets to say how it goes bad. I'll find it and write it out for you if you like.
Luke:
Quote from: lumpley on November 18, 2008, 10:15:00 AM
Get the kids to shout out what different things they think might happen, edit them yourself down into 2 or 3 interesting directions the game could go, and roll to find out which way it does go.
You don't even need dice. Flip coins (heads one way, tails the other) or draw cards (highest draw takes the direction they want). You can be the resolver -- you can flip the coin and let the kid call it or you can draw a card and a kid-nominated representative can draw against you. This way, you have a full process -- situation plus options plus resolution to new situation.
-L
Ry:
Wow. Slack-jawed amazement over here.
Marianne:
Quote from: abzu on November 19, 2008, 09:33:07 PM
Quote from: lumpley on November 18, 2008, 10:15:00 AM
Get the kids to shout out what different things they think might happen, edit them yourself down into 2 or 3 interesting directions the game could go, and roll to find out which way it does go.
You don't even need dice. Flip coins (heads one way, tails the other) or draw cards (highest draw takes the direction they want). You can be the resolver -- you can flip the coin and let the kid call it or you can draw a card and a kid-nominated representative can draw against you. This way, you have a full process -- situation plus options plus resolution to new situation.
-L
Fab ideas! I like the idea of drawing cards to decide what happens in a situation. I've got one of those giant pack of cards that the children use to draw on the oracles so it's no extra equipment so that will keep the flow. This drawing mechanism should hopefully engage the children more in shaping the game world as they are playing in it as well as during the creation phase. Super ideas thanks guys!
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