Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum" (2012)
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East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 8-2012 Adventures in the Classroom Creating Role- Playing Games Based on Traditional Stories for the High School Curriculum Csenge Virág Zalka East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Educational Methods Commons, and the Game Design Commons Recommended Citation Zalka, Csenge Virág, "Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum" (2012). Electronic Theses and Dissertations. Paper 1469. https://dc.etsu.edu/etd/1469 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum ______________________ A thesis presented to the faculty of the Department of Curriculum and Instruction East Tennessee State University In partial fulfillment of the requirements for the degree Master of Arts in Reading with a concentration in Storytelling ___________________ by Csenge V. Zalka August 2012 _________________ Dr. Joseph Sobol, Chair Delanna Reed Todd Emma Harold L. Daniels Keywords: Role-Playing, Games, Storytelling, High School, Education, Mythology, Folktales, Game Design ABSTRACT Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum by Csenge V. Zalka The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final product of the thesis project. By exploring tabletop role-playing as a form of emergent interactive storytelling, a connection has been created between traditional storytelling and popular culture with the hope of reaching out to new audiences and introducing a stronger interactive element into storytelling in secondary education. 2 CONTENTS Page ABSTRACT ............................................................................................................................... 2 Chapter 1. INTRODUCTION .................................................................................................................. 6 Statement of Purpose .................................................................................................................. 8 Methodology ............................................................................................................................... 9 Scope and Limitations of the Study .......................................................................................... 12 2. REVIEW OF LITERATURE ............................................................................................... 14 Role-Playing in Education ........................................................................................................ 14 Storytelling and Traditional Stories in High School Education ............................................... 19 Traditional Stories in Role-Playing Games .............................................................................. 22 3. EXPLORING ROLE-PLAYING GAMES .......................................................................... 28 Educational Values ................................................................................................................... 28 Concerns ................................................................................................................................... 30 Role-playing as a Storytelling Activity .................................................................................... 33 4. CREATING A ROLE-PLAYING GAME ........................................................................... 36 Story Choice ............................................................................................................................. 37 Game System ............................................................................................................................ 41 Character Options ..................................................................................................................... 43 Nonplayer Characters and Mobs .............................................................................................. 47 Settings ..................................................................................................................................... 49 3 Chapter Page Game Module ........................................................................................................................... 52 Before and After the Game ....................................................................................................... 55 Diverging from the Original Story ........................................................................................... 56 Note on Playing with Big Groups ............................................................................................. 58 5. SAMPLE GAMES ............................................................................................................... 60 Extraordinary Companions (Appendix D) ................................................................................ 60 Argonautica (Appendix E) ........................................................................................................ 62 The Perilous Graveyard (Appendix F) ..................................................................................... 65 6. CONCLUSIONS .................................................................................................................. 69 REFERENCES ......................................................................................................................... 76 APPENDICES .......................................................................................................................... 81 Appendix A: Gaming Terms .................................................................................................... 81 Appendix B: Feedback ............................................................................................................. 83 Interview Questions ..................................................................................................... 83 Survey .......................................................................................................................... 84 Test Game - Argonautica ............................................................................................. 85 Test Game – Argonautica II ........................................................................................ 91 Test Game – Extraordinary Companions ..................................................................... 98 Test Game – Perilous Graveyard ............................................................................... 101 Appendix C: General Game System ....................................................................................... 107 Character Creation ..................................................................................................... 108 4 Game Mechanics ....................................................................................................... 113 Basic Character Sheet ................................................................................................ 117 Appendix D: Extraordinary Companions ............................................................................... 118 Appendix E: Argonautica ....................................................................................................... 151 Appendix F: The Perilous Graveyard ..................................................................................... 199 VITA ...................................................................................................................................... 223 5 CHAPTER 1 INTRODUCTION Role-playing games have been a significant part of popular culture since the first publication of Dungeons and Dragons in 1974 (Gygax & Arneson). Role-playing is a popular pastime and a subculture in itself and features various subgenres such as live-action role- playing, massive multiplayer online role-playing, text-based online gaming forums, videogames, and tabletop role-playing. These games appeal to young adults as their target group, offering not only entertainment but also a sense of community both within and outside the game world. The game world itself changes from game to game, presenting a variety of options based on literary genres such as mystery, fantasy, science-fiction, mythology, and historical fiction. Players can immerse themselves in any imaginary environment of their choice. The earliest and most