D&D General Feedback Requested: 2 Hour D&D Scenario for Teachers

Clint_L

Legend
Hey all, I have been asked to teach another D&D session for teachers at an upcoming Pro-D Day, and would love feedback on my scenario.

The idea is to introduce them to D&D and then later reflect on what aspects of the game could provide useful approaches to teaching and learning. I have two hours for the game (follow-up will be later) with up to 8 players, most or all of whom will be novices. It is designed for level 2 characters, that will be provided to them on simplified character cards, along with spell and equipment cards. I will have two assistants, both experienced players from the staff. We will be using physical miniatures and terrain (as depicted in the PDF), and I am gifting each player a set of dice.
 

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Sorry, did not download your PDF. You are teaching teachers to run D&D is 2 hours for them to grasp how to run it and pick which parts could be used as teaching aids?
 

Hey all, I have been asked to teach another D&D session for teachers at an upcoming Pro-D Day, and would love feedback on my scenario.

The idea is to introduce them to D&D and then later reflect on what aspects of the game could provide useful approaches to teaching and learning. I have two hours for the game (follow-up will be later) with up to 8 players, most or all of whom will be novices. It is designed for level 2 characters, that will be provided to them on simplified character cards, along with spell and equipment cards. I will have two assistants, both experienced players from the staff. We will be using physical miniatures and terrain (as depicted in the PDF), and I am gifting each player a set of dice.
Hi Clint. Great job on the document. It looks like the kiddos will have a lot of fun with this. I also like the cast of characters you built. And the setting dressing - sweet! (The post-game questions are cool too.)

If you are looking for feedback, I have a little based on my experiences running D&D clubs at the high schools I have taught at. Here goes:
  • Timeline: This looks like it might take longer than two hours. This is doubly true for 8 players.
  • Post-Game Question: The one about collaborative problem solving is great. But what happens if they don't necessarily work together (or at least see each other as working together)?
  • Character Introductions: I don't know if you were planning on it or not, but I would give this to the players ahead of time. In my experience, some students have a difficult time coming up with things like that on the spot. And peer embarrassment, as you know, actually affects them.
  • Combat: Not really feedback, but great call on having animated things (as opposed to actually killing a living thing) in there. Also, good call on Drotch wanting them there for his big show. It eliminates a lot of the blood and guts. (y)
I hope you have fun with it. Let us know how it goes. Good luck!
 


Sorry, did not download your PDF. You are teaching teachers to run D&D is 2 hours for them to grasp how to run it and pick which parts could be used as teaching aids?
No, I'm just letting them experience D&D for two hours and then reflect on what aspects of roleplaying games might be useful in a teaching context.

Mostly my motives are:

1. Normalizing RPGs because a lot of teachers are curious about them but have no idea what they really are.
2. Running a fun session - pro-d days are usually super boring.
3. Putting gaming in the context of teaching and learning. That's why the last page is (preliminary) discussion topics related to specific aspects of pedagogy (i.e. applied numeracy, oral communication and active listening, etc.). I'll improve those, pop them on a slideshow and run a follow up session with snacks so admin is thrilled and, ideally, lets me keep playing games on Pro-D days.
 


Also, if it is for teachers, I would add a specific thematic piece, something really repetitive. This way it creates a memory for the teachers. One where when they see each other, they can reference it as an inside joke. Seems like a good way to build a little camaraderie.
 

I wonder if one of the PCs dies if that would affect their view of the game? What about in the last encounter? Would it cheapen if in the epilogue that you just go back to town and resurrect them? I'm not thinking of trying to kill a PC, but just letting the dice fall and live with it.
 

My plan is to let the dice fall where they may, which is how I always run my games. I think, since they are all adults and teachers, characters dying might lead to an interesting discussion, but do you think it would be too negative? Have I calibrated the challenge correctly - level 2 is kind of hard to plan as the characters are so fragile?

I want something that feels like a challenge and raises the stakes, but I don't want character death to be too likely. I'm going to be making spell and a few magic item cards to go with their character cards. I could always add a failsafe in there, like a gem of revivification or something. I'm thinking a TPK is very unlikely (even though I prepped the fourth ending just in case).
 

Now I'm rethinking it a bit - might be a little weird to run a teacher game where they are playing students and all the students die. Given his motivations, it's easy enough to stipulate that Drotch is trying to take them prisoner, making casualties less likely. Fourth ending still works if they've all been captured. Then I could do a follow-up game if desired.
 

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