DESIGN FUNDAMENTALS AND DRAGONS
The future is designed.
You are the designers of the future.
No matter what the industry, Design Lore must be transferred from one generation of designers to the next in modes that are meaningful, useful, and engaging.
Players will create Knowledge Transfer Artifacts (KTAs) to be used by future novice designers to increase their design powers as they rise through professional levels.
- Players select one quest from the goblet
- All players with the same quest are in the the same guild
- Your guild members will determine form of KTA and organize tasks
- Create a KTA in allotted time (2 hours)
- Present the KTA to community
SOURCES OF HELPFUL SPELLS
The Tome, The Scroll, The Taxonomy of the Bloom, The Doctor of Philosophy
FORMS OF KNOWLEDGE TRANSFER ARTIFACTS
Guild Activity Deadline: 2 hours
Potential forms of KTAs
- Instructional video
- Illustrated blog
- Music video
- Photo shoot
- Pintrest board
- Fashion show
- Comedy skit
- Illustrated poem
- Test of skill
- Flash cards
DESIGN YOUR ARTIFACT
- Assign tasks to each member
- Plan - first ½ hour
- Execute - second ½ hour
- Refine and polish - 2nd hour
Accounting your daily pay
Interim campaign: Commit to outside research on next topics
FEEDBACK from Heath
This looks good! I have a few thoughts from a D&D perspective, which will hopefully be useful.
If you're going for a connection to D&D, there is some terminology that you might shift. A quest or calling something a quest is actually normally seen in online massively-multiplayer RPGs (such as World of Warcraft), rather than tabletop RPGs. You normally get quests from a character, a quest-giver. That could still work.
If you stick to the language of D&D and other dice-based rpgs, there are some perks. It turns out there's a taxonomy to what you do in those games. The basic unit of play over the course of a few weeks is a Adventure. In a particular adventure, you might explore a ruin, or slay a demon, or whatnot. There may be a medium-scale map attached to an Adventure. If you go with an old-school style, there are many great examples to work from and they're easy to find by googling "D&D adventure."
Adventure = Project. There is even a term for ideas for adventures (ie projects), that need to be fleshed out: an "Adventure Seed'.
A small scene or scenario within an adventure is called an Encounter. If you watched the Lord of the Rings movie(s), the battle with the Balrog at the bridge was an Encounter. (So was the fight in the tomb.) Meanwhile, the whole trek through the underground mines of Moria where those came from would be an adventure.
The largest scale is the Campaign. Many adventures combine into a Campaign, played over months. So the whole course... would be your Campaign. There might be very large scale maps of a whole land or kingdom for a Campaign. The entirety of the Lord of the Rings movie trilogy could be called a Campaign.
All of this could be useful, because an Encounter is like one particular design challenge, while an Adventure is the whole project that challenge was a part of.
In fact, one of the official sites for free D&D materials uses this very terminology right on the page. http://www.dndadventure.com/ "Encounters, Adventures, Campaigns."
Artifacts works, though something you gain or win in D&D is usually just called "Treasure." It could be a sword or a ring or a chest or a tome of lore, etc. If you gain it through play, that's Treasure. (Same is true in the online games too actually.) But "Artifact" is much classier as something to end up with. I like it. :)
Accounting sort of makes sense to me, though I can't think of what the equivalent in actual D&D is compared to in your lesson... I would say that in-between Adventures is what is called "Downtime" for your character. That'd be when you'd take stock of what you just did and prepare for what comes next. I may not fully understand what you're meaning by Accounting.
None of this needs to be a limit! I love what you're doing here and the idea of a class being like D&D adventure modules is awesome. You could just do it however feels right to you and not go wrong! I just wanted to give you some feedback on the terms you're using, especially since "Encounter/Adventure/Campaign" could turn out to be so damn useful.
Max Ernst discovering collage is an Encounter. Him producing an exhibition or body of work is an Adventure. Surrealism is a Campaign. :)
Styling art lessons like D&D adventures would be incredible fun, and you could probably found a whole side business on selling them as individual artworks. Classic adventures are sort of like Zines.
Usually they have more art and fancy bits, but here's an example of an actual free (current/modern) Adventure for D&D. http://media.wizards.com/2014/downloads/dnd/DDEX16_TheScrollThief.pdf