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<blockquote data-quote="SWBaxter" data-source="post: 2289916" data-attributes="member: 27926"><p>Not sure I understand what you're looking for - do you mean students would roleplay people in a given civilization, or actually roleplay the leaders of the civilization and direct how they develop and expand?</p><p> </p><p>If the latter - it's not really roleplaying, but <em>Civilization</em> (the board game, which predates the computer game) did most of that. Might be a bit on the long side for classroom use, but OTOH Diplomacy takes a while, too.</p><p> </p><p>If I were to make something up from scratch, I'd probably use <em>HeroQuest</em> as a base. <em>HeroQuest</em> is a narrative role-playing game, in which traits are freeform and can enhance one another in appropriate situations, and conflict can be resolved using any appropriate traits. So expanded to represent countries or cultures, if one civilization is trying to establish economic domination over the other and the second civilization responds by raising an army, it'd be fairly easy to resolve that kind of clash. Because it's a narrative game, creativity in telling a story counts for a lot, which you could translate into "creativity in applying historical knowledge", so students who do their homework will have an edge.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2289916, member: 27926"] Not sure I understand what you're looking for - do you mean students would roleplay people in a given civilization, or actually roleplay the leaders of the civilization and direct how they develop and expand? If the latter - it's not really roleplaying, but [i]Civilization[/i] (the board game, which predates the computer game) did most of that. Might be a bit on the long side for classroom use, but OTOH Diplomacy takes a while, too. If I were to make something up from scratch, I'd probably use [i]HeroQuest[/i] as a base. [i]HeroQuest[/i] is a narrative role-playing game, in which traits are freeform and can enhance one another in appropriate situations, and conflict can be resolved using any appropriate traits. So expanded to represent countries or cultures, if one civilization is trying to establish economic domination over the other and the second civilization responds by raising an army, it'd be fairly easy to resolve that kind of clash. Because it's a narrative game, creativity in telling a story counts for a lot, which you could translate into "creativity in applying historical knowledge", so students who do their homework will have an edge. [/QUOTE]
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