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<blockquote data-quote="dougmander" data-source="post: 1143005" data-attributes="member: 14375"><p>I'm a middle school teacher too, and I run D&D games for my students. In my experience, it's actually easier to carry over an RPG from week to week than a board game.</p><p>But, if you're looking for board games that can fit in a 90-minute block, how about Settlers of Catan and its various permutations? Other suggestions:</p><p></p><p>--Kill Doctor Lucky, Escape from Elba, Give Me the Brain, and those other cute lil' Cheapass games. They definitely appeal to an adolescent sense of humor. I teach a unit on game design every year, and I use them as examples of low-cost, high-fun games.</p><p>--Cartagena (I forget who publishes this one)</p><p>--Once Upon a Time (Atlas Games). Dungeoneer also looks pretty cool, although I haven't played it yet.</p><p></p><p>You don't mention CCGs in your post, but I'd imagine there would be a significant overlap of kids who play M:tG with kids who would be in your gaming club. Is that a possibility?</p><p></p><p>Our club has been running for about a year, and it's so popular that I had to start a "junior varsity" section on a different day. We have about a dozen players in a school of 350 kids. My administration has been really supportive, because they recognize that RPGs provide a safe space for students who don't necessarily participate in other social activities at school. Some of my players have told me that the club has given them a reason to look forward to school every day!</p><p></p><p>Some ground rules for DMing for children:</p><p>--Don't allow PCs of evil alignment, unless you want parents to hear about how their child spent their afternoon slaughtering some helpless villagers for kicks.</p><p>--Don't mention drugs or alcohol in your game world. When PCs enter a tavern in my campaign, they are served a frosty mug of rootbeer or a goblet of lemonade.</p><p>--Emphasize themes of cooperation, problem solving, and moral choices, rather than wanton destruction, and make sure that bad choices have bad consequences!</p><p>--Give out XP to students for keeping a chronicle of the campaign, drawing character portraits, and cleaning up after the game.</p><p></p><p>Any other teacher DM's out there?</p></blockquote><p></p>
[QUOTE="dougmander, post: 1143005, member: 14375"] I'm a middle school teacher too, and I run D&D games for my students. In my experience, it's actually easier to carry over an RPG from week to week than a board game. But, if you're looking for board games that can fit in a 90-minute block, how about Settlers of Catan and its various permutations? Other suggestions: --Kill Doctor Lucky, Escape from Elba, Give Me the Brain, and those other cute lil' Cheapass games. They definitely appeal to an adolescent sense of humor. I teach a unit on game design every year, and I use them as examples of low-cost, high-fun games. --Cartagena (I forget who publishes this one) --Once Upon a Time (Atlas Games). Dungeoneer also looks pretty cool, although I haven't played it yet. You don't mention CCGs in your post, but I'd imagine there would be a significant overlap of kids who play M:tG with kids who would be in your gaming club. Is that a possibility? Our club has been running for about a year, and it's so popular that I had to start a "junior varsity" section on a different day. We have about a dozen players in a school of 350 kids. My administration has been really supportive, because they recognize that RPGs provide a safe space for students who don't necessarily participate in other social activities at school. Some of my players have told me that the club has given them a reason to look forward to school every day! Some ground rules for DMing for children: --Don't allow PCs of evil alignment, unless you want parents to hear about how their child spent their afternoon slaughtering some helpless villagers for kicks. --Don't mention drugs or alcohol in your game world. When PCs enter a tavern in my campaign, they are served a frosty mug of rootbeer or a goblet of lemonade. --Emphasize themes of cooperation, problem solving, and moral choices, rather than wanton destruction, and make sure that bad choices have bad consequences! --Give out XP to students for keeping a chronicle of the campaign, drawing character portraits, and cleaning up after the game. Any other teacher DM's out there? [/QUOTE]
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