Once I have taught my middle school students the basics of a D&D 5th ed / d20 rules set, given them practice generating characters, had them play a few sessions, and had them reflect on different points of view and bias in narrative, I want to move them on to thinking more about game settings.
by Donato Giancola (c) 2001 Wizards of the Coast |
Unit Two: Creating a Setting
Key Unit Objective: Students will extend their knowledge of geographic tools by generating maps and map keys
Sub-Objectives for this lesson:
- Students will practice reading a map key and interpreting maps
- Students will practice reading informational text and using charts
Activity 1: Read and evaluate a short, prefabricated, pre-stocked, map-based adventure setting
(e.g. Haunted Keep from Moldvay B/X)
- assessment: 3x5 reflection
Technique:
- Distribute one copy of prefab per student
- start with whole group read-aloud with think-aloud
- transition to pairs
- Pairs answer questions
- “What is the best part of this setting and why?”
- “What would make it more interesting or fun to play?”
- “What is innovative about the setting? -- you've never seen it before.”
- “What plot hook was used to involve characters in the action and what other plot hooks can you think of that might fit?”
- “Is this setting best suited for beginner or expert characters and why do you think so?”
- Share some answers whole-group
- Reflective writing prompt: “Evaluate the setting that we looked at in class today. Would it be interesting and exciting to explore? How could it be improved?”
Later activities / lessons in this unit will move toward having students create their own maps!
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