tag:blogger.com,1999:blog-72705044815464383402024-02-07T10:00:19.840-08:00Skill Centric Role PlaySkill Centric Role Play is a tool for teaching life skills to Participants through the collaborative storytelling and rule mechanics of tabletop role playing games.Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-7270504481546438340.post-76750942409464514642017-05-08T14:11:00.002-07:002017-05-08T14:37:57.153-07:00The Games We Play Part 2: World of Darkness.Oh the World of Darkness. My first contact with tabletop role play was through the World of Darkness games, specifically Vampire the Masquerade. Picture it if you will; 1998, a high school kid obsessed with the whole goth thing, and in particular vampires. By sheer fate, he stumbles upon a game, no, a world that held boundless potential for imaginative exploration; White Wolf's Vampire: The Masquerade.<br />
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This game was nothing short of mind blowing. Players took on the roles of, yep you guessed it, Rodeo Clowns.<br />
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No, just kidding, you played the roles of vampires, namely young inexperienced and often (under their elders influence) manipulated vampires existing in a dark reflection of our own modern world. These characters tried to carve a niche for themselves in the secret Machiavellian society of the undead. There were rival clans of vampires gathered in rival sects governed by rival ideologies. Despite all this fierce predatory tension within this secret society, a set of ancient traditions and etiquette kept civility among monsters. Or at least attempted to.<br />
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"Vampire" is truly an amazing game, but only one of a group set in a wider world of darkness. There were Mages, who struggled with the forces of magic. Werewolves who were the protectors of the natural world against the steel and concrete monster of "progress." There were Wraiths that could not let go of the horrors that brought about their deaths; even Fey that held their own mystical court on the periphery of mortal senses. The World of Darkness would later go through a re-imagining of the older games from the ground up, separating the game series into Old World and New World. That though, is another discussion for another time.<br />
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Vampires and werewolves and mages oh my! Whereas D&D cast the players in the role of hero's and adventurers (yeah you could play villains I know), World of Darkness is a game system where the players took on the role of monsters in a hopeless, cruel and morally ambiguous world. Hey, the tag line for the series was "Games for Mature Minds" for a reason. As with <a href="http://skillcentricgaming.blogspot.com/2017/03/the-games-we-play-part-1-dungeons.html">The Games We Play Part 1</a>,</div>
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its time to take a look at the strong points of World of Darkness as a teaching tool for <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1_twi_pap_2?ie=UTF8&qid=1489893210&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a></div>
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<li><u style="font-weight: bold;">Oh the humanity!!!:</u> A central concept in the World of Darkness game series, Vampire in particular, is morality. These games are designed to give players difficult choices that are often without any truly positive solutions. In Vampire a morality roll is made when a character chooses or is driven to do an inhuman act. Failing the roll makes the character less human and if morality ever reaches a 0 out of 10, that character is no longer playable. This creates an amazing opportunity for players to examine decision making and the impact of consequence on both self and the world around them.</li>
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<li><u style="font-weight: bold;">The first rule of Monster Club...:</u> There are no such things as monsters. In the World of Darkness, a large responsibility of all supernatural entities is maintaining the illusion of a world free of stalking monsters. Discretion is paramount. Mindfulness and general awareness can be key to surviving the night; skills readily explored in the World of Darkness series.</li>
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<li><u style="font-weight: bold;">Tradition:</u> As with games like Dungeons and Dragons, the World of Darkness if full of groups and factions that exist outside the human experience. Vampires for instance are broken into ancient bloodlines called clans, each with tradition and protocol dating back to ancient times. By introducing these elements into a game, players can explore ideas related to tradition and divergent values. When are traditions enriching? When are they cumbersome...when are they dangerous? </li>
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In closing I would say that The World of Darkness series are fantastic for exploring the human condition by means of contrast and comparison. They seek to emphasize the beauty and tragedy of what it means to be a person by examining what its like to no longer be. As the tag line says "Games for Mature Minds."<br />
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Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-18260339484179602122017-03-13T21:22:00.001-07:002017-03-17T20:55:41.966-07:00The Games We Play Part 1: Dungeons & DragonsWith a bit of tweaking, I believe that any tabletop RPG can be used as a teaching tool. However, I have found that some game systems are better suited to particular skill/skill groups, whether due to the background material or the rule mechanics. I've decided to write a bit about some of my favorite systems, and give a review of the advantages of each as pertains to the teaching of various life skills. I had previously wrote an entry about the 7th edition of Call of Cthulhu entitled "Whatever you do, don't say Hastur!" today I will begin with a tride and true classic of tabletop RP. The grand daddy of them all; Dungeons & Dragons.<br />
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I, like many other role players, have a very special place in my heart for D&D. Though it wasn't the first RPG that I've ever thumbed through (that would be White Wolf's Vampire: The Masquerade), it was the first that I ever facilitated. D&D is a medieval fantasy role playing game set in a world of myth and magic. The Participants in the game take on the role of wizards, fighters, rogues and other archetypal fantasy staples. Their characters may be human, or they may be one of a variety of fantasy races such as elves, halflings or my all time personal favorite dwarves. The characters somehow meet up, join forces and set out on quests, battling monsters, bypassing traps and exploring lost ruins in search of power, riches and glory. Dungeons & Dragons was the brain child of the late Gary Gygax and Dave Arneson,<br />
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two war game enthusiasts. War gaming in Gary and Dave's time was largely the simulation of historical battles. Players commanded armies of painted lead miniatures across scaled terrain using a set of rules to govern the enacted combat. These rules which sought a high level of historical accuracy were transformed by Dave and Gary to incorporate fantasy elements. In this new vision, rather than playing the part of a General moving squads about, the focus shifted to individual characters. Check out the documentary below, it provides a great overview.<br />
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So, what can a game about wizards, dragons and magical items teach more effectively than say horror based or sci-fi? What are the strengths of D&D as a vehicle for skill acquisition? Before jumping in I'd like to say that much of what I'm highlighting here is true for most medieval fantasy games regardless of a specific title, not just D&D. That being said, here's a quick breakdown of a few strong areas that I find key when using Dungeons and Dragons (any edition) as a system for <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1_twi_pap_2?ie=UTF8&qid=1489432241&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a>:</div>
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<strong><u>Any Thing Is Possible In D&D:</u></strong> In a multiverse governed by magic, not physic's or even logic at times, anything is possible. This presents an invitation to apply some truly out of the box thinking in regard to problem solving. A collapsed corridor in the way? Having trouble getting by? Cast "Reduce Person" and squeeze your way through. One time a group I was running found the stout resident dwarf fighter Agar stuck and unable to fit through a passage. The group thought it through, not having reduce person at their disposal, they did have lantern oil. Agar stripped down to his under garments and slicked up to be pulled through, a bit humbled but no worse for ware.</div>
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<li><u><b>Memory Recall:</b></u> How do the rules for grapple work again? What are the race granted bonus's for an elf character? D&D (especially 3.5) can be a bit heavy on the rules which require a constant challenge to memory. Though the ability to recall rules is a part of any RPG, D&D in particular takes it in a whole new direction. From how spells work, to what dice to roll, memory is constantly tested at the gaming table. </li>
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<li><u style="font-weight: bold;">Reading Comprehension:</u> Teleport 3.5 is my go to for examples of long winded descriptions of rules and game effects. The entry for teleportation in the 3.5 Players Handbook is nearly 1,000 words! For one spell! That's the lower end word count of a short story. As a player or a DM such spells challenge reading comprehension as the spell entry consists of various uses of the spell as well as limitation and special exceptions to use. The need to consider the situation in which the spell is being used along with the spells parameters requires a bit of close reading and case by case interpretation.</li>
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<li><u style="font-weight: bold;">The Celebration of Diversity:</u> The members of an adventuring party are rarely from similar backgrounds. In fact they are often from disparate species. Elves who champion the natural world, living within cities built in symbiotic unity with surrounding forest. Dwarves who live within the depths of great sprawling mountain halls. Humans who, so highly adaptable, stake their claim wherever the world will accept them, yet always eager to expand and explore. These and many others put aside their differences to embrace both their unique gifts and common goals. The concept of diverse people finding commonality is a staple of fantasy that is well represented in D&D, acting as a analogical reflection of what it could mean for us as humans to see past our difference to a greater end we all share. Gets me a little misty.</li>
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The above examples are just a few of the striking merits D&D has as a teaching tool. If you haven't played this all time classic of RPG's...what are you waiting for!? Get out there, gather a party and delve into dungeons deep! Up next World of Darkness, but until then I leave you with an old Dwarven classic...</div>
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Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-66927252617982692832017-02-26T18:00:00.000-08:002017-02-26T18:14:41.315-08:00Constructing StoriesThe events of tabletop RPG's unfold by means of a collaborative storytelling process between those participating. These stories can take place in any time, any region and any reality, from the cold dark depths of our galaxy, to the deepest dungeon of a medieval fantasy world. Likewise, the characters in such stories can be just as varied. Dwarves on a quest to regain a lost kingdom, Space Marines out to expand the galactic territories of a new earth, or maybe coworkers at a nonprofit organization.<br />
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In traditional tabletop role play, a Game Masters decision on how to construct a story usually begins and ends with the groups interest. If everyone is hyped about the newest season of The Walking Dead, the game that will be run this week might be "All Flesh Must Be Eaten" or "Zombie Apocalypse". The GM would then develop a fitting scenario to present to the players. Stories would be told, dice would be rolled and, hopefully, everyone would leave amused and itching for a sequel.<br />
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When designing a <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1?ie=UTF8&qid=1479000761&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a> session, a Game Facilitator must take into account some additional elements, namely, what will the story teach through the in-game events and challenges presented? Though I am a strong believer that every game system and setting is capable of teaching any skill that another could, I must concede that some systems have a greater predisposition for certain topics. One could teach resource management in a Dungeons & Dragons style game, or World of Darkness. However, a zombie survival horror game, like those mentioned above, have mechanics that are specifically designed to evoke a sense of scarcity which lends well to teaching resource management allegorically. It is the ability to present vital, but often less than entertaining subject matter in strange and interesting ways that evokes a desire to engage and interact; to learn by doing. This is one of the many wonderful qualities and advantages of tabletop RPG's as teaching tools.<br />
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Story's are perhaps the oldest means of not just teaching, but connecting with other people. Storytelling is a commonality shared by all; it is part of our human heritage. When constructing your stories, remember that fun isn't a byproduct of learning, rather its the fuel that drives it.<br />
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<br />Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-69782460780344224472016-11-26T14:51:00.002-08:002017-02-26T17:36:10.371-08:00Easy Button Rolls I am not a big fan of social based skills in tabletop RPG's. No, I'm not talking about the use of effective interpersonal skills by the Participants between each other out of game, or those exercised in-game with the NPC's. What I am referring to is social based character statistics. Depending on the game you are playing they may have names such as Intimidation, Bluff, Fast Talk, or Discern Lies. I call these "easy button skills". Why? Picture this scenario:<br />
<br />
<b>Game Master:</b> <b>"You find yourselves at the gates of Theranor. The sun has crept behind the Adder's Tongue peaks to the west and the lands east of them are now blanketed in shadow. 'Halt!' A voice shouts from the ramparts 'State your business strangers, we are loath to let in travelers after the suns retreat!' You see an anxious looking guard staring down from the wall. What do you do?"</b><br />
<b><br /></b>
<b> </b>What indeed? Do the Participants state their reasons for approaching the gates honestly? Do they try to bamboozle the guard? Does the fearsome barbarian in the party step forward and threatened the fires of the hell's for standing in the way of their quest? Or do cooler heads prevail?<br />
<br />
<b>Player: "Lets see, I have a 10 in bluff, I will make up a reason for approaching the walls so late."(Player rolls a die and adds the 10) "21 what happens?"</b><br />
<b><br /></b> Now there are different ways to handle how social rolls are made in-game. Some Game Masters may choose to have the player "earn" the roll through role play. If they feel the player made a reasonable attempt at bluffing for example. Then the player will roll their bluff skill to see if they are successful.Some GM's will just have the player roll and let the dice and the characters stats speak for themselves.<br />
<br />
As the GM of a traditional tabletop RPG, either of these approaches are fine, the players are after all not their characters and the two will have different skill sets. But, as the Game Facilitator of a <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1?ie=UTF8&qid=1475540843&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a> session designed to teach social skills to the Participants involved, the first consideration is how to do this. In the first case of earning a roll, what if the player "William Shatner'd" the role play (by this I mean reached the very pinnacle of acting brilliance), earned the roll, but rolled poorly? This method for the purpose of building social skills leaves success and failure too far from the Participant. The second method removes the connection to the individual completely, weighing all on a combination of statistics and chance. I propose another method. When running scenarios involving social skill based role play, I use what I refer to as the "push" method. Picture this scenario designed to teach negotiation and effective interpersonal skills:<br />
<br />
<b>Game Facilitator:</b> <b>"You find yourselves at the gates of Theranor. The sun has crept behind the Adder's Tongue peaks to the west and the lands east of them are now blanketed in shadow. 'Halt!' A voice shouts from the ramparts 'State your business strangers, we are loath to let in travelers after the suns retreat!' You see an anxious looking guard staring down from the wall. What do you do?"</b><br />
<b><br /></b>
<b>Participant: "I... I mean we...that is our group...what should I say?"</b><br />
<b><br /></b>
<b>Game Facilitator: "Well, you are standing before a gate to a town after dark, the guard seems nervous and hesitant to let anyone in after the sun sets."</b><br />
<b><br /></b>
<b>Participant: "Oh, I say to the guard 'What worries you so, good soldier, that you would turn away enterprising adventurers such as us?'"</b><br />
<b><br /></b>
<b>Game Facilitator (speaking as the guard): "Tis a dangerous time. Strange and horrific creatures have been seen in the surrounding woods. It is rumored that they can wear the skin of humans. You are adventurers you say?"</b><br />
<b><br /></b>
<b>Participant: "Yes, that we are. Adventurers on a noble quest to save the kingdom from dark sorcery. We are in need of supplies before venturing forth, will you allow us to enter your town."</b><br />
<b><br /></b>
<b>Game Facilitator (speaking as the guard): "What proof can you offer to show that you harbor no ill intent, nor are horrors of the dark?"</b><br />
<b><br /></b>
<b>Participant: "Ah...well, proof you say...</b><br />
<b><br /></b>
In the above scenario the Game Facilitator presented a situation which challenged the Participants current understanding of negotiation and effective interpersonal skills. Rather than having the Participant roll to see how well their character did in-game, the Game Facilitator used a combination of in-game challenge (when speaking as the guard) and out of game coaching to guide the Participant through the interaction. At the end of the session, the Game Facilitator and the Participants discuss the events that took place in game, going through what methods were effective and those that weren't. From this post game analysis, lessons are derived that can be taken into the real world.<br />
<br />
Pushing the Participants with a combination of coaching and challenges, allows a Game Facilitator to get the best skill "performance" during game. This is akin to a director trying to get a grade A Shatner level performance. Could you imagine what would have been if those who directed William Shatner just simply called for a roll? We would be robbed of the full realization of his brilliance...<br />
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<b><br /></b>Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-9524463134890466662016-10-28T10:49:00.001-07:002016-10-28T10:49:56.009-07:00City of InspirationI recently went to New York City for the first time. Wow. New York is one of those places that gives you no choice but to be inspired. It is the eternal muse, setting the imagination ablaze with imagery and verse. I was impressed. Today's post is about the value of a good setting for the purpose of teaching through <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1?ie=UTF8&qid=1477674467&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a>.<br />
A setting is in itself like a character. It is most arresting when it has a gripping story, a personality and at least a couple of personal "flaws". A setting in a tabletop RPG has two very important tasks when presented to the Participants; to engage and entice them. A good setting fires the imaginations of both the Participants outside of game and their characters in-game. Some of the most beloved novels and films have settings with names that provoke reflexive imagery; Hogwarts, Mordor, Cloud City. These settings are as unique as the characters that exist within them.<br />
For the purpose of skill acquisition during skill centric play, an engaging setting further acts to build investment on behalf of the Participants. Their characters may develop friendships with NPC's or long standing rivalries. They may stand in defense of their home city against the onslaught of an undead army, or they may raise an army of their own to free the land from an oppressive sorcerer king. Developing a world that lives and breathes, teaches cause and effect through the in-game narrative. The setting responds to the in-character actions of the Participants which can later be reviewed during the Session Debrief at the games conclusion.<br />
An engaging setting stays with the Participants after they leave the table as well. It gives them a place to look forward to visiting in their imaginations, even when their personal lives might be at a difficult point. A good tabletop RPG setting bestows a sense of agency that might not be readily found in our day to day lives. Its empowering to act and watch the world ripple.<br />
New York is an amazing city, an amazing setting from which to draw inspiration. It pulses with its own life and echoes the dreams of countless characters. What is your setting? How does it inspire you?Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-14962609632919157352016-09-26T11:49:00.001-07:002016-09-26T12:23:21.089-07:00Empathy for the Summoned Celestial Black Bear. I would like to take a moment to acknowledge an unsung hero. A team player who though never given the credit or respect he so rightfully deserves, has always been there, willing to step in and do what was needed no matter how dangerous, horrifying or just plain foolish. An ally who often times literally took slings and arrows in defense of, or simply for the amusement of, the party members. A selfless being, sworn to obey the commands of the cleric who conjured him from the picturesque mystical forest of the plane of Celestia where he roamed; only to spring into existence in a dark dank dungeon or in one instance, inside himself. Summoned Celestial Black Bear, this is for you.<br />
The Celestial Black Bear has become a running gag that has endured almost as long as our 3.5 Dungeons and Dragons campaign. For almost the entirety of the 10 years we have played in the world of Tubbnia, the Celestial Black Bear has been the punchline of many a memorable game. Much like Kenny in South Park, the bears most notable (and notorious) act is meeting a grizzly end during session...see what i did there. The bear, however, isn't really killed. As a summoned creature it is returned to the plane of Celestia no worse for wear, remembering the events like a dream; a terrible, terrible dream. The bear then waits until the cleric summons it once more.<br />
So, what can the repeated destruction of a summoned creature teach Participants in terms of life skills during a <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1?ie=UTF8&qid=1474861936&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a> session? In one particular case, it was used to teach empathy. The cleric who had summoned the bear, often marching the creature to its doom, found the whole thing quite amusing, until the day the shoe was on the other foot.<br />
The party found themselves in a dungeon, as they often did in those earlier days. They stumbled across a throne room, sitting on the throne was a skeleton, aged and in disrepair. The skeleton was however without a head. The skull laid several feet from the the throne, it seemed to smile with a rictus grin.<br />
One of the party members decided to walk over and pick it up. No sooner did they do this then they realized they weren't standing where they had been. Looking about, they saw their body several feet away, kneeling over the skull looking around as confused as they were. It soon became apparent what had happened; they switched bodies. The party tried to figure out how to fix this problem and came up with the idea of passing the skull until everything was as it had been. It would have worked too, if it wasn't for that summoned Celestial Black Bear. The cleric got the skull and switched bodies. When he looked at his own body through a pair of new eyes, he saw his face grinning wickedly back at him. When he looked at his hands he saw paws.<br />
Just to give you an idea of the level of retribution floating around in the bears head, here's a short list of bear deaths.<br />
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<ul>
<li>The time the party cast water breath on the bear and tied him to the bottom of a raft to act as a propeller. The bear was eaten by a megalodon</li>
<li>The time the bear was commanded to charge through a noble's garden to distract the residents while the PC's looked for documents. The bear was riddled with arrows by guards.</li>
<li>The time the PC's found an orb of annihilation and "just to be certain" it was one, they had the bear touch it.</li>
<li>The time they sent the bear down a hallway to retrieve a Lich's phylactery. The phylactery was on a pedestal with a pressure plate that when triggered caused sneezing powder to fill the room; a room which was made of mirrors and magically attuned to amplify sound several thousand times.</li>
<li>The time the bear was summoned inside of itself causing the first summoned version to explode while the second summoned version screamed in horror. All just to see if it was possible.</li>
</ul>
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The Celestial Black Bear gained control over the cleric as the cleric once had over it. Eventually everyone was returned to their correct bodies, but not before the topic of empathy, illustrated by this in-game example of walking in another's shoes, was explored. Though the tale of the Celestial Black Bear, if literally taken, is impossible and has no relevance to any real life experiences the Participants were likely to encounter; as with the happenings of a fairy tale or fable, a bit of wisdom was buried in the details.<br />
Using the events that transpire in-game to teach life skills analogically allows Participants to learn by their own example, albeit in character. The impact of learning in this fashion can be tremendous. Looking back over the events of sessions played and considering the effect of personal actions on others and how others can affect us, are concepts which work to foster empathy. Separating the raw life skills presented in sessions from the in-game narrative, and reviewing those skills with the group, allows even the most outrageous and over the top events to function as effective teaching tools. A lesson the summoned Celestial Black Bear has taught well.</div>
Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-43838120793784529542016-09-19T09:21:00.000-07:002016-09-19T09:29:00.667-07:00Theater of the Mind vs. Miniature/Tactical Play. For me, the idea of "Theater of the Mind" style play is a bit romanticized. I always imagine a group of players sitting in a room, each on the edge of their seat as the Game Master describes in epic detail the dungeon corridor, dark alleyway or the inter-dimensional alien craft in which the PC's find themselves. Though the players have no visual representation before them, the GM's descriptions are vivid, so vivid that they draw the players out of the room and into the scene. The players can smell the foul odor of the goblin warren and feel the cool clammy air of the alien ship. These are the moments GM's strive for...but on the other hand, I do so love my <a href="http://www.dwarvenforge.com/">Dwarven Forge</a> pieces.<br />
Miniature/Tactical play involves the use of some form of character and environmental representation. These may be miniatures that the Participants have painstakingly painted by hand. They may be pre-painted miniatures bought in a randomized box, or flat tokens with pictures on them. The environment could be a roll out wet erase tactical mat that the GM draws chambers and passages on. Or it might be eye popping 3D terrain.<br />
GM's and players often have strong feelings around which method is most conducive to a deep and immersive gaming experience. One school of thought is that having physical representation can impede immersion into the world; that it can feel like a board game vs a collaborative story. Others claim that having pieces and visuals can intensify focus and further connect the players by allowing them to see their character. Miniature/Tactical provides a visual standard for spatial placement which prevents disagreements; disagreements that can break immersion.<br />
For Game Facilitators teaching life skills during a <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1?s=books&ie=UTF8&qid=1474302226&sr=1-1&keywords=skill+centric+role+play">Skill Centric Role Play</a> session, choosing whether to use Theater of the Mind or Miniature/Tactical play presents an additional consideration beyond those of aesthetics and story immersion. Namely, what do each of these methods offer as teaching tools?<br />
Theater of the Mind style play is dependent on effective communication skills by all at the table. The Game Facilitator must describe the environment that the Participant Characters are in with as much detail as necessary for the Participants to make informed decisions in-character. The Participants, must describe their characters actions as completely as necessary for the Game Facilitator to respond effectively through environmental events. This often requires asking for clarification when needed and effectively articulating intended actions and responses.<br />
Miniature/Tactical play allows Participants to have visual representation of their characters and the environment in which they find themselves. Being able to look at this physical display allows Participants direct access to the environment they are in. Accessing physical risk, for example, can be much easier for Participants if they are looking at it. Seeing a chamber with crates stacked in the corners may prompt Participants to anticipate an ambush as opposed to a solely verbal description.<br />
Depending on what life skills are the focus of a Skill Centric Role Play session, each of these methods have strengths that support particular skills. However, that's not to say that Miniature/Tactical play isn't an effective approach when seeking to promote communication skills, or that Theater of the Mind isn't an effective approach for teaching physical risk assessment. The beauty of tabletop role play as a means of imparting life skills is its flexibility as a teaching tool. Either of these approaches, alone or in combination, can certainly be used to teach any skill. As is the case with other aspects of tabletop role play, it is largely a matter of taste and preference.<br />
Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-8742205206971862442016-09-13T15:33:00.001-07:002016-09-13T15:40:59.659-07:00"Whatever you do, don't say Hastur!" I just picked up a copy of the 7th edition Call of Cthulhu rules at my local game store. Call of Cthulhu is a tabletop RPG based on the works of American horror writer H.P. Lovecraft. The in-game events depict the struggle of people (often average people) against unfathomable horrors from mind warping realities and alien worlds. With a default setting of the roaring 20's, Call of Cthulhu is one of my favorite tabletop RPG's of all time. It is designed to evoke feelings of dread, horror and uncertainty in the player characters (referred to as "Investigators"), and if done well, the players themselves. This style of play is fairly different than what would be found in the typical game of say Dungeons and Dragons.<br />
In a game of D&D, the players usually portray somewhat above average, trained adventurers who through magic and uncanny swordsmanship can take the fight directly to the monsters terrorizing the town or haunting the nearby ruins. In Call of Cthulhu, even looking upon a creature of the Cthulhu Mythos can result in debilitating loss of mental faculties. In essence Call of Cthulhu is a game of cautious approach, of keeping direct contact with otherworldly beings and their human servitors as a far and absolute last resort. This often results in the goal of foiling your enemies plans to summon a eldritch horror rather than confronting them.<br />
So, as a Game Facilitator seeking to teach life skills to Participants through tabletop role play, what does a game like Call of Cthulhu bring to the table as opposed to a game like D&D? In choosing a game system to teach life skills, are some systems better for teaching particular skills than others? Well yes and no. It really comes down to mechanics vs. story.<br />
Tabletop RPG's can be divided roughly into two parts. One is the rule mechanics of the game being played. The other is the story that will be told through group collaboration. Some RPG's have mechanics that lend well to cavalier heroes facing swarms of enemies and, more often than not, returning to tell the tale. Others, are not so forgiving. In Call of Cthulhu, players have a small pool of hit points and few defenses against earthly injury with almost none against the other worldly. Not only is an Investigators body at risk, their very mind is subject to the ravages of alien forces.<br />
Perhaps the most well known mechanic in Call of Cthulhu is sanity (SAN). Simply reading the wrong book or seeing the wrong thing can render a character physically unharmed, but mentally overwhelmed. Risk assessment in such a game is paramount to continued survival and the maintenance of sanity. Another skill which Call of Cthulhu teaches well through its mechanics is the value of research and preparation in facing the unknown. The Library skill is indispensable to Investigators hoping to survive the eldritch horrors of the Mythos.<br />
However, though these mechanics support the teaching of particular skills like risk assessment, or act as an emphasis for the value of research and preparation, their prevalence during play is ultimately dictated by the challenges presented. So, a D&D game could present a situation that evokes terror in the PC's (and hopefully a bit in the players), and a Call of Cthulhu game could tell a tale of brazen Investigators throwing caution to the wind and strapping chainsaws to their wrists (groovy). As the facilitator of a skill centric game keep this point in mind; in the end the mechanics are used to tell a story, the story is used to impart skills, and skills are used to lead a fuller life.Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-30767369531072220782016-09-07T15:01:00.001-07:002016-09-08T18:10:46.240-07:00The Skill Centric Role Play manual is here!!! At long last the <a href="https://www.amazon.com/Skill-Centric-Role-David-Holmes/dp/1537152513/ref=sr_1_1?ie=UTF8&qid=1473382988&sr=8-1&keywords=skill+centric+role+play">Skill Centric Role Play</a> manual is complete! Tabletop role play is a fantastic tool for the teaching and strengthening of life skills. For people who have played these games whether Dungeons and Dragons, Call of Cthulhu or any of the many other great systems out there, the power of role play as a teaching tool is unquestionable.<br />
There you are, sitting at a table with your friends telling tales of brave heroes questing for riches and renown in a medieval fantasy setting. Through the story and the lives of your characters, unimaginable possibilities are achieved. You eat some snacks, make a lot of pop culture references (and Arnold Schwarzenegger impressions), have a great time and then go home hopefully itching to return and pick up the story at the last cliff hanger. These are all typical RPG experiences; but what was learned in-game?<br />
In the pursuit of riches and renown, the characters had to start somewhere. Perhaps they went to ye old tavern and used effective interpersonal skills to question locals for information on the town and the surrounding lands in hopes of learning a rumor that would lead them to forgotten temple or a dragons lair. The characters may have entered a trackless wilderness and had to rely on critical thinking and deductive reasoning to navigate back to civilization after taking a wrong turn. Maybe the characters ran into a hungry troll and were pressed into combat needing to recall from memory the trolls weakness to fire and its ability to shrug of wounds from nearly anything else. Ethan Gilsdorf gives a terrific overview of Dungeons and Dragons during his Tedx Talk, highlighting many skills which that particular tabletop RPG can teach, including how it has impacted him personally.<br />
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The many skills which tabletop RPG's teach are often learned passively. The Game Master doesn't set out to do so. Players learn just by being at the table among the group collective, taking part in the collaborative story. Whether delving into dungeons in games like D&D, or confronting eldritch horrors in 1920's Boston while playing Call of Cthulhu, tabletop RPG's teach invaluable life skills because they are a simulation of life, choice and consequence. The Skill Centric Role Play manual provides a structure which facilitators can utilize to actively teach predesignated skills to participants through the collaborative story and rule mechanics of Tabletop RPG's. What stories will be told? What skills will be taught? As with the in-game events that teach them, the possibilities are endless.<br />
<br />Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-55653155171024598722016-08-27T07:48:00.003-07:002016-08-27T07:56:47.113-07:00The Promotion of Participant Investment<div class="MsoNormal" style="text-indent: .5in;">
<span style="font-family: sans-serif; font-size: 10.5pt;">Whenever possible, I try to add elements
that work to further draw in the attention of Participants during a skill
centric game session. Props are a fun and relatively easy way to do this. I've
found that thrift stores are a treasure trove of strange nick-nacks and
oddities that can bring a game world to life with physical representations of
various items. For those crafty types, a piece of sketch paper, a gel pen, a
sponge and some black coffee can be turned into a mysterious map scribbled on a
piece of old parchment. A paper towel roll with some electrical tape and a few
markers can become a scroll case containing an eldritch spell to awaken
otherworldly horrors. <o:p></o:p></span></div>
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<span style="font-family: sans-serif; font-size: 10.5pt;">A key component to using tabletop role play
as an effective tool for skill acquisition is the promotion of Participant
investment. The greater the Participants investment in their characters and the
events in which those characters find themselves, the greater the desire to see
those characters succeed during play. <o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: .5in;">
<span style="font-family: sans-serif; font-size: 10.5pt;">Humor is another fun way of getting the
Participants involved in the game. Where as physical props bring a piece of the
game world into the room to be experienced, humor is more a matter of
atmosphere and can have little or no relation to the events of the game itself.
Sound boards for example are a great tool to bring a bit of comic relief.
Arnold Schwarzenegger one liners are a favorite of my gaming groups, whether
the genre is medieval fantasy, science fiction or Lovecraftian horror; though
anything silly will do, the more over the top the better. Many such sound
boards are available for free download online for tablet or phone use. <o:p></o:p></span></div>
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<span style="font-family: sans-serif; font-size: 10.5pt;">As a Game Facilitator seeking to teach life
skills through tabletop role play, a critical concept to keep in mind is this:
To entertain is to teach. The more immersive and engrossing the experience is at
the gaming table, the stronger the investment of the Participants in the
collaborative story being told.</span></div>
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Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-15808447518990111562016-04-24T13:45:00.002-07:002016-04-24T13:46:44.592-07:00Risk Assessment<div align="center" class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<b><u><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Risk
Assessment<o:p></o:p></span></u></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">“A
chest!” Sophifia’s eyes grew wide and saucer round at the sight before her, the
box sat upon a dais at the center of a hewn stone chamber. The half-ling rogue
took only a single step forward before she felt Garret’s hand firmly grip her
shoulder. Sophifia looked back to see a stern expression on the face of the
crouching ranger as he slowly shook his head side to side. The sound of heavy
steps drew both of their attention as the rest of the party banked the corner
of the dungeon corridor. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Cyrus
the paladin, his armor seemed to gleam even in the darkness of the subterranean
labyrinth. He raised an eyebrow curious as to what disaster the ranger may have
prevented, or more likely, just delayed. Following him, was the dour faced robed
form of the wizard Rugaro who seemed too deep in thought to notice that his
allies had stopped. Lastly the stout grime caked fighter Agar; the dwarf
smiled, though it was hard to tell beneath his beard. Hopefully the sudden stop
meant that something smash worthy lay ahead. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Sophifia
looked past Garret to the others and said with poorly contained excitement “I
found a chest!” The suspicious expressions on her allies faces prompted a
reflexive eye roll from the half-ling. “Come on, it could be treasure, riches,
its why we’re here isn’t it?” Garret stood up, taking a step back toward the
others “Or it could be a trap.” He said “If we’re going to look, we must use
caution.” Sophifia nodded, but the words were drowned out by the sound of coins
jingling in her mind. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">When
she regained her focus a moment later Sophifia said “I’ll be sure to check for
trip wires, magical wards and mystical guardians before I open the lid.” This
did little to alleviate her companions fears, but the rogue was right, at least
in part. The party had dared to descend into the depths of the dungeon to
discover the source of a dark curse that had befallen the village of Shady Oak;
but also for the riches rumored to be lost within. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">The
group debated and put forward suggestions until finally a consensus was
reached. Sophifia would enter the room to check the chest for traps in the
company of the fighter Agar, should something go awry. Once ready, the two
adventurers moved cautiously toward the chest, the rogue in lead. Sophifia’s
steps were light, making sure that there were no pressure plates along the way.
Agar looked cautiously about. The possibility of cultist hidden by spells of
invisibility or extradimensional horrors ready to appear out of thin air kept
the dwarf’s perceptions sharp as the axe he gripped so tightly. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Sophifia
reached the chest without incident and began checking it over. She looked for
wires and wards, poison needles and scythe blades. After about twenty minutes
of careful examination she took out her thieves’ tools and tried the padlock.
The mechanism gave quickly and at long last she stood up and lifted the lid.
Leaning over with her lantern, she saw a disappointing dust caked hollow. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">The
rogue let out a heavy sigh. “Nothing, its empty, what a waste of…” Just then,
the light from the lantern caught a faint gleam within the filth collected at
the bottom of the chest. It was a metallic loop. Sophifia’s eyes brightened.
“Wait!” She exclaimed leaning in “It’s a ring!” The cries of protest reached
her pointed ears a bit too late. As the half-ling lifted the ring from the dirt,
the sound of grinding gears echoed loudly and an iron door slammed down sealing
the entry way, barring Agar and Sophifia from their allies. Dust began to rain
from above as the ceiling slowing started to descend. Agar ran to the iron
barrier and began hacking wildly at it roaring in rage. Sophifia scrambled
about in search of a means to reverse the mechanism, but to no avail. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">The
sound of frantic banging came from the other side as Garret, Cyrus and Rugaro
tried to break through on their end. The ceiling grew ever closer as Agar bent
forward, hands on knees exhausted and gasping from his efforts. Things were
beginning to look very grim. Then, the iron door raised up. At first a few
inches, then a foot, then another. “Hurry crawl under!” Agar and Sophifia heard
Rugaro yell. The rogue made a dash for the archway and made it under with ease.
Agar however was a different matter. “Lift it higher I can’t fit!” protested
the dwarf. “It won’t raise higher, the gears are locked!” returned Garret
straining as he and Cyrus used all the strength they could muster to keep the
door where it was. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">The
ceiling sunk low, low enough that the dwarf had to crouch down. That’s when the
wizard had an idea. “Take off your armor!” Rugaro shouted rifling through the
pack he carried. “Why should I do that?” Agar yelled back. He was answered by a
flask of lantern oil sliding into the room. The fighter arched an inquisitive
bushy eyebrow, but he soon reasoned what the flask was for. The ceiling bumped
him on the head. Grumbling he began cutting away the straps of his armor with a
dagger he kept in his boot. Agar uncorked the flask and frantically coated
himself in oil before crawling beneath the iron door. Try as he might though,
the dwarf still struggled to fit.<o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;"> Rugaro and Sophifia seeing this each grabbed
on to their wedged friend. The two pulled with all their might as Agar kicked
and squeezed with all his power. At last with a great heave the fighter was
pulled free just as the ceiling lowered to the chambers floor with a grinding
thud. Garret and Cyrus let go of the iron barrier which fell with the force of
a guillotine. The ranger and the paladin both staggered back against the
dungeons wall. <o:p></o:p></span></i></b></div>
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<b><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Everyone
fought to catch their breath for a few moments, and then they just sat in
silence. No one said a word. Rugaro had an extra robe in his pack which he lent
to his greasy dwarf ally. Agar took it and put it on with a sullen nod. The
adventurers climbed the stone stairway out of the ruins. The ride back to Shady
Oak was a somber one. Failure left a bitter taste. Tomorrow though would be
another day, and when next they entered the dark depths in search of wealth
renown and power; they will be armed with knowledge that they won in defeat.<o:p></o:p></span></i></b></div>
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<b><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Though humbling, a
failure can teach us things that a success cannot, assuming we take the time to
explore the events. Risk assessment is an integral skill whether making
decisions in regards to personal safety or when looking to make safe
investments. The above story was adapted from events in a medieval fantasy game
designed to teach Risk Assessment, chronicling the events of fictitious
characters in an unlikely and over the top situation. What lesson could
possibly be drawn from such events that would have any relevance to the life of
you or I? Tabletop role playing games share a common element with fairytales
and myths; they can teach through allegory. Like the story of Little Red Riding
Hood teaches caution when encountering strangers, the above story when examined
can teach risk assessment through metaphorical context. “If it looks too good
to be true, it probably is.” Is an old adage that comes to mind when I imagine
the rogue reaching for the ring at the bottom of an unguarded and apparently un-trapped
treasure chest. Tabletop role playing games have a significant advantage over the
traditional fairytale or myth as a teaching tool; the listeners are also the
ones writing it. Through the shared storytelling process inherent in tabletop
role play, Participants actions decide the outcome of a tale’s events, for
better or worse. Whether success or failure, it is the players who decide how
the story goes. By drawing parallels between the fantastic events of the shared
story and the everyday truths of life, lessons can be harvested and carried
into the day to day.<o:p></o:p></span></b></div>
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Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0tag:blogger.com,1999:blog-7270504481546438340.post-78471368921819428442015-04-22T11:00:00.004-07:002015-07-28T20:23:09.516-07:00To game with purpose. I love tabletop role playing games. I was telling a friend of mine recently that there are three things that I wish I had gotten into at a younger age; lifting weights, Doctor Who and Dungeons and Dragons. To gather around a table with friends, family co-workers or whomever and tell strange and exciting tales set in favorite genre's such as fantasy, horror and sci-fi while playing the parts of those stories protagonists is an experience that might be difficult to understand for those who haven't known the joy of it. The memories that never happened, in places that never were can last a lifetime and be fondly recounted for years to come; there is power in anything that can arrest the imagination and lift the spirit in such a way.<br />
Along with being a gamer, I am also a councilor who utilizes tabletop role playing as a means of teaching and strengthening interpersonal and various other life skills amongst a transition age young adult population. Tabletop RPG's are an amazing tool for skill building and acquisition as they provide a facilitator the ability to craft scenarios that exemplify and test the skills which they mean to teach. For example, if wishing to teach positive interdependence and individual accountability to a group of participants; a game facilitator could design a dungeon based scenario with puzzles, traps and encounters that test the individual strengths of the participants characters (a rogues lock picking skill, a clerics healing, a fighters strength, a wizards knowledge of lore etc.) making forward progression contingent upon those individual strengths, but the overall success of the party dependent upon each character playing their part effectively toward the groups shared goal.<br />
Tabletop RPG's are driven by the collaborative storytelling process which consist of an exchange of challenges presented through the story narrative by the games facilitator and the participants in-character responses. Depending on how the participants respond, the story can go in any imaginable direction. By presenting challenges to the participants which test their current understanding of pre-designated skills, a games facilitator can teach those skills through the events which take place using the participants in-character actions to draw examples of both effective and ineffective skill use. As another example, if the skill to be taught was effective negotiation, then a game facilitator might choose to present the participants with a situation where they find themselves in a desert city seeking to reach a destination on the other side of the wastes. Bandits have been attacking caravans traveling between the city they find themselves in and the destination that they seek, so price of travel has risen beyond their current resources. What do they do?<br />
The participants could decide to go about the city looking for quests to undertake seeking to acquire more funds. They could offer the caravan additional protection on the trip across the wastes. The caravans driver might have a message that needs to be delivered or some other quest, but can't find the time to do it personally. Regardless of how the participants approach resolving the challenge, the exercising of negotiation skills in an effort to resolve the challenge creates an in-game situation by which a lesson can be drawn. <br />
The lesson of a story is in its moral. A moral comes at the end of a story acting as summation of events and drawing attention to the key points; the take away message. At the end of a game session designed to teach life skills, it's important to set aside some time to look at the events which transpired in order to find that take away message and derive those lessons so as to bridge the events in game with those of the participants lives out of game. Integrating the lessons learned in a role playing game works much the way one might seek to when finding the moral or lesson in a fairytale, legend or myth. Though the events of fairytales such as Little Red Riding Hood are over the top and clearly not meant to be given literal interpretation, most can easily find the take away message which many of us still live by. Be cautious around strangers. Tabletop role play is often full of strange and unlikely events and, like the events of a fairytale, those events can be trimmed away to a very real and valuable message. The bonus to Tabletop though is if the participant playing Little Red made the choice to talk to the wolf in the woods, the outcome would be theirs to own for good or ill; as would the lesson taken from the experience.Anonymoushttp://www.blogger.com/profile/05104574872546937863noreply@blogger.com0