After interest by @2097
when I talked about it in the “What did you play this week?” thread, I decided not to clutter and derail that thread anymore and take it here. I’m not sure if this is the right category or if it would be the ”Make Stuff!” category, but here we are (and I already accidentally refreshed the tab, losing all my text, so I’m not gonna lose more time over it than I already have.)
Anyways, the concept is that the game is a conclusion of the principles we have learned in Protestant Religion class. (The way religion classes work in Belgium is a topic entirely on it’s own, but suffice to say, with only about 2-3% of the population being protestant, we have small classes, so games are a valid option, time permitting) The entire year revolves around leadership as described in the bible. We start with Samuël, last of the judges (as a good leader) and in contrast we have the sons of Eli and Eli himself (as bad leaders).
From Samuël we quickly go to Saul (as an example of a bad leader) and David (as an example of a good,leader). Other contrasts to David are two of his sons, who try to take the throne by force and want to rule because they want the power (bad leaders).
During both Christmas and Easter we see stories about Jesus Christ (a good leader) and in contrast Herod (a bad leader who is willing to kill babies to keep in power) At Easter we reflect mostly on how Christ was a leader who was willing to lose it all for His subjects, and even those that rejected Him. A King who served.
After Easter we see parables about the Heavenly Kingdom and how we need to act as people belonging to it. There’s quite a bunch of parables we see. About two each week (at two hours of class each week). About the value of the kingdom, how it is coming, how it changes people, how we should expect it, who is important in it and how we should seek it.
Anyway, a lot of context without yet any mechanics. But basically, in the game, the players would be like a city council that gets a certain amount of requests or suggestions or complaints from the citizens each turn, and they should choose one to solve. Depending on how they solve it, the city would change. Now my idea was tha the learned principles would be made into Keys, which would give the players a reward/resource/advantage when used. To check these, we would talk about what we did after each round and check the Keys while doing it.
There would be no dice, since it’s about principles that should always work. The randomness would be in the different scenario’s that they could pull from a deck of scenario/event cards. An added complexity could be in a bit of resource management, like points they earn from the Keys, which they could then use to do certain actions. Something like that. Because it’s for use in class, and the two hours per week are often not following each other, but split over two days or two separate moments during the day, I should want it to be played in about 40-45 minutes.
I have written down some keys, half finished, but they are in Dutch, and it’s half past midnight already.
More on it tomorrow, as I plan in sinking some time into it, coming up with at least a workable version to test on thursday in class as we round off the schoolyear with my pupils in that school that day.
If I don’t manage to finish a workable version, I might just play the old one, or do another random RISUS game to close it off. I did it once, and it worked great, but you need to rush to finish it in an hour. (technically 50 minutes, minus getting to class, getting seated, starting with prayer, etc.)