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Help getting kids to work together!
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<blockquote data-quote="roguerouge" data-source="post: 1204721" data-attributes="member: 13855"><p><strong>Success AND candy gets cooperation</strong></p><p></p><p>You know, I had a similar situation to this a couple of years ago. I taught four classes of Dungeons and Dragons at an academic summer camp for talented students in 4th through 8th grade. (There was also a chess class, a military history class, a computer programming class....)</p><p></p><p>It was like herding wolverines. Perhaps that's because three of them had been there the year before and all hated each other. Perhaps it's because one of them was taken off their ADHD meds by their parent as an "experiment." Anyway, during the first few minutes of the class I realized that there could be serious trouble here. (Wait until the player that died designs his next PC to be able to kill other partymembers...)</p><p></p><p>What I did that saved my bacon and kept the feud at a simmer was... set the adventure at a Hogwarts' rip off!</p><p></p><p>Essentially, their adventure is final exams, it's all an illusion. So if you die, you miss a round, are healed by the deans, then poof! teleported right back in. Die again, and you're out for five rounds. Die three times in one session and you're out until the next game. The game became the candy.</p><p></p><p>In addition, these kids were high achievers, as a significant percentage of roleplayers are, I've found. (Smackdown suggests this trait, I believe.) So their "team" was being graded against other teams. Party deaths lowered their grades. Heroic efforts were made to save characters, not because they liked the other players, not because they were roleplayers, but because roleplaying meant that you could win! And what were they going to win? Absolutely nothing. No piece of candy. Just the knowledge that they were the best. And really, isn't that what heroes want more than gold or magic?</p><p></p><p>This scenario probably doesn't fit for you. But the lessons I've learned and tried to apply are:</p><p></p><p>1. Make the game the candy.</p><p>2. Deaths should be time outs, not game overs. (Why can't the DM roll the stabilization chance, hm?)</p><p>3. Teamwork leads to winning and winning is GOOOOOOD.</p><p></p><p>Best wishes,</p><p></p><p>roguerouge</p></blockquote><p></p>
[QUOTE="roguerouge, post: 1204721, member: 13855"] [b]Success AND candy gets cooperation[/b] You know, I had a similar situation to this a couple of years ago. I taught four classes of Dungeons and Dragons at an academic summer camp for talented students in 4th through 8th grade. (There was also a chess class, a military history class, a computer programming class....) It was like herding wolverines. Perhaps that's because three of them had been there the year before and all hated each other. Perhaps it's because one of them was taken off their ADHD meds by their parent as an "experiment." Anyway, during the first few minutes of the class I realized that there could be serious trouble here. (Wait until the player that died designs his next PC to be able to kill other partymembers...) What I did that saved my bacon and kept the feud at a simmer was... set the adventure at a Hogwarts' rip off! Essentially, their adventure is final exams, it's all an illusion. So if you die, you miss a round, are healed by the deans, then poof! teleported right back in. Die again, and you're out for five rounds. Die three times in one session and you're out until the next game. The game became the candy. In addition, these kids were high achievers, as a significant percentage of roleplayers are, I've found. (Smackdown suggests this trait, I believe.) So their "team" was being graded against other teams. Party deaths lowered their grades. Heroic efforts were made to save characters, not because they liked the other players, not because they were roleplayers, but because roleplaying meant that you could win! And what were they going to win? Absolutely nothing. No piece of candy. Just the knowledge that they were the best. And really, isn't that what heroes want more than gold or magic? This scenario probably doesn't fit for you. But the lessons I've learned and tried to apply are: 1. Make the game the candy. 2. Deaths should be time outs, not game overs. (Why can't the DM roll the stabilization chance, hm?) 3. Teamwork leads to winning and winning is GOOOOOOD. Best wishes, roguerouge [/QUOTE]
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