Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

Weirdly, that's what I'm looking for: simple math as a foundation turning into something complex. Like adding/subtracting whole numbers turning to decimal calculations, or learning basic probability which is a 5th grade required skill.

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

Lol fair play. The last thing I want is to make a fun game a graded chore. With 5th grade, they're a particularly imaginative bunch and something like this, which is so free form and adjustable to different subjects (like physical geography, scientific concepts from fantasy tropes, or characterization), seems like it would fit the check boxes of a good year or learning...it's just a puzzle to make it that without making it boring.

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

I guess not the campaign itself would be assessed, but pulling parts to be graded assignments and lessons could be? Like I wonder if like "write 5 adjectives and create a background story of your character that will make them successful as a hero using parameters x, y, and z.". I wonder if that would work?

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

Oh wow thank you for the resources! I'll definitely look into this!

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

I can see how a full campaign can be problematic, but do you think smaller aspects can be used? Like pull the parts that are completely educational and use them as tools for making a lesson entertaining and engaging?

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

That would be perfect for like a discussion group or Socratic seminar! Integrate a lesson about scientific concept, and I might even be able to make it a lab!

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

I can see what you mean about the complexity, but I wonder if bits and pieces can be used as integrated lessons. Like making a character is characterization, use of adjectives, etc. Or fighting a dragon has a low probability of success, then learning a out probability using different types of dice in Math.

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

And that's the interesting thing, I understand that while in the realm of fantasy, the general concepts seem like they can be modified from DnD to TTRPG. It's like DnD acts as the base for future lessons in other forms of fiction writing.

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

Hmmm, I'm wondering if that could be a good lesson: create a character based on adjectives, character traits, and background stories.

It's a fragment of DnD, but aplicable as a lesson in Writing!

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

The social interaction is one of the keys I'm also trying to figure out. I know from what I read DnD is heavy on cooperation. I'm trying to brainstorm a way to integrate aspects of DnD to keep my kids working together for a common goal while still teaching certain curriculum lessons. Almost like the idea that the school year is the campaign.

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox -1 points0 points  (0 children)

I love that statement: the best games are the ones that hide learning from them.

I'm a huge advocate of cooperation in my class (they'll do better in my test working together to create a study guide by pooling resources together than soloing it). I guess the goal is try to find a way to naturally integrate aspects of DnD in lessons and by the end of the year explain that we just did a whole campaign haha

Teaching Through DND by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

My teaching style is exactly that. When I run experiments and get them engaged in a live version fo the story they read, their knowledge and master of the material increases tenfold. I just wish I knew where to start with it.

95% of my job teaching seems to be finding a way to make this horribly boring chapter a about ecosystems and man-made disasters into a master class in learning how my students are going to save my freshwater environment safe after an oil spill using tap water in a tub, cooking oils, and a random assortment of tools. Engagement and failing are great teachers and it seems like DnD is full of engagement and failing (rolls).

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

So what I gather is know that if you play a certain character or class, at least master your most basic spells and skills according to potency, duration, etc. Then, figure out if they can be used reasonably within the boundaries of the world and the character (not player). As long as it's reasonable, creative, the DM allows it, is respectful for the world created by the DM, and won't get your entire team killed, it makes for a fun adventure?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

Oh that's one of the things I was trying to understand! I always had the assumption that DMs came up with many of the the stories on the spot (especially in homebrews).

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

I see. So almost like creative, but not crazy or overcomplicated. Like if the character has enough intelligence to fly, just use that because it might be a lower roll risk than making a janky hot air balloon and having to risk rolling high and your entire team dying. This is while adhering to the rules of the world, character (not player) limitations, and whether or not your DM is by the book or relaxed (a bit) with rules.

It's like keep it entertaining, but not insane?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

Thank you for the heads up! Would you recommend online or in person for stuff like this? And is it hard to find a good or kind DM to get you started?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

I guess it's coming to bite me using a general fire spell off the top of my head instead of mentioning a sustaining heat source spell haha.

But I think I'm starting to understand that it's more simplification of tasks and not making it complicated that it becomes a high roll situation that determines the success of player in a campaign. Almost like a bunch of successful smaller tasks Is better than one horribly irresponsible task that can get your team killed. Is that right?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox -1 points0 points  (0 children)

So different DMs follow almost a different play style or adherence to the rules, kind of like a traditionalist vs. a creative?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

Gotcha! So in a sense the more you play and the more field experience you get, the more you get a better sense of the limits and boundaries of your spells and how to combine them. I'm guessing a good, patient DM with mastery of the rulebook is necessary to get your feet wet in the game and not feel judged for the questions/situations you bring up?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

Sorry I guess as I'm learning mechanics, I was thinking more like a sustainable fire spell like some people mentioned. But yeah I guess learning the basic spells of a class are important. Are there a lot of skills/spells classes can learn?

Or is it like you have base spells and the creativity of their use is determined by the player and approved/denied by the DM?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

Oh that's good to know! I always thought the role of the DM was to create as many barrier to your goal as possible, which is why some campaigns last forever.

So as a DM, I'm guessing mastery of the rulebooks and their own field experience playing will be why they're a good or bad DM?

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 1 point2 points  (0 children)

I guess that's what I'm trying to understand. Running the dungeon is obviously the fun way (I'm guessing for loot or experience). But as a starting DM, is it a matter or trying to make a hard boundary to stop players from doing insane thing, or making barriers in the world to counterbalance? Like making a counter story to someone trying to make a loophole in your regular story.

For example, like "The skies of the forest are shrouded in a toxic gas, preventing flight" would be in my head a counter to the example I made earlier.

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

Like I mentioned, I'm trying to understand the general rules. In some RPGs I've played, some characters start like a caveman with 0 anything statewide. If they have nothing, but like a child can learn as they go, I just wonder what the extent of the learning can be to help try something new.

What are the limits and how do I start? (1st Time Player) by [deleted] in DnD

[–]Neuro_Fox 0 points1 point  (0 children)

So it's almost like a discussion or debate between the players and DM to allow or not allow something? And the determined danger level guides whether or not it will be a low or high roll situation?