Course Content
Unit 2: Transformative Leisure Role-playing Games
These types of games were not necessarily designed for an educational or therapeutic purpose, but that players might find them transformative in a variety of different ways.
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Unit 3: Therapeutic Role-playing Games
These types of games are designed for a therapeutic purpose or to help participants develop social skills.
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Unit 5: Research Through Design
We will discuss ways to design and iterate role-playing games, but also how to take that process a step further and engage in formalized analysis of the process through academic writing.
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Unit 6: Ritual, Myth and Symbolism
We can consider role-playing games ritual spaces, but rituals can also be embedded into role-playing games for deeper experiences.
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Unit 9: Game Technologies and RPGs
By its very name, analog role-playing emphasizes interactions between people unmediated by technology, but of course in reality, we often use technologies during play.
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Unit 10: Transformative Game Design and You
In this unit, you will reflect upon the course as a whole, as well as your design and playtest experiences.
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Introduction to Transformative Game Design

Submission of Game Design Document and Playtest Plan

Submit your Game Design Document and Playtest Plan for your nano-game. 

  1. Your Game Design Document should contain all the instructions for your nano-game that facilitators and participants need to play. These instructions should not exceed 1000 words in Times New Roman 12 point font.
    • Briefly introduce the concept of the game and one (1) transformative goal you the scenario aims to cultivate in players.
    • Include any instructions for character creation or distribution, character relations, and any mechanics (if relevant).
    • Include at least one (1) safety practice.  
    • Include any workshopping or debriefing you have planned. We will go into more depth about the design of workshops and debriefs in Transformative Game Design 1, but include what you have designed up until this point. 
    • Include clear instructions for one (1) or more scenes.
  2. Outline a Playtest Plan, including:
    • The timeframe for the structure of your playtest (see below).
    • How you plan to collect feedback at the end of the playtest, such as taking notes or recording (with permission).
      • Note that the debrief is a separate phase from feedback and should occur before feedback is solicited.
      • Do not send surveys or other forms of data gathering after leaving the video conference, as this practice may result in more “homework” for your players. Feedback should take place during the session itself.
    • The questions you plan to ask your peers after the playtest.

Remember that each playtest and feedback session should not exceed 1 hour: 45 minutes maximum for the entire game including workshopping and debriefing, making sure you save 15 min for game design feedback from all participants. Use a timer. Be respectful of your peers’ time so that all games get playtested thoroughly.

Note: You will revise this Game Design Document after your playtests are complete and submit it as an Appendix in Major Assignment 2.