The first piece that I'll be introducing at the Academy is the "Player Character Sheet". This will possibly be the most important new element for the student as it will keep track of their individual achievements, progress and virtual inventory throughout the school year.
But first, lets clarify some terminology moving forward. Since we are treating the students as if they were playing a game throughout the year, let's follow that through when referring to them and the school year. Students, moving forward will be referred to as "players" while the school year will be referenced as the "game". Each game will encapsulate one school year.
By the end of this year I may have everyone speaking with a whole new vocabulary.
Now, back to the character sheets. Character sheets are not a new concept, originally they were used as the representation of players in Dungeons & Dragons in 1974. They kept track of each character's attributes, stats, inventory, and any other special notes needed to define that character in the game.
Each character sheet would list attributes such as, strength, intelligence, wisdom, and dexterity. These attributes were usually measured on a scale of 1-18. One indicated a very low ability, while 18 meant the character was as good as he could get in that specific ability.
This numbers based ability system has since been used in hundreds if not thousands of other games. It is in fact still used today in computer games such as World of Warcraft and virtually any other massively multiplayer online game (MMO) on the market. It's a system that the majority of kids who play games are very familiar with.
To make our "game" as appealing as possible to all our "players" we've given them the option of choosing from three possible playing themes, medieval wizard school, modern military, or futuristic space ranger.
At the Academy, we'll be using the character sheet to track progress through the life of the game. We'll be replacing the standard attributes of strength, intelligence, dexterity and constitution with each of the player's classes for that game.
So, for our two players, Connor selected the "modern military" theme. His attributes are reading, language arts, math, science, and social studies. He also has three "special abilities", art, music, and P.E.
Katie on the other hand selected the "wizard" theme. Her attributes are social studies, ELA (language arts), math, and science. She also has three "special abilities" which are art, dance, and choir.
The fact that Connor has one more class than Katie isn't a concern. They are in different grades, Connor in the 3rd and Katie in the 6th.
Unlike Dungeons & Dragons or World of Warcraft, we are not going to assign random values to each of the player attributes. All of our players will begin at level 1 in each of their attributes.
Being level 1 in everything you do is pretty terrible. So, how do they get better?
That brings up our next term clarification moving forward. In school, the values you get for each test or paper or activity are usually called "grades". At the Academy grades have a negative connotation which we'll get into in a later post. But for now all we need to know is that "grades" will be known as "experience points" from now on.
Players improve or "level up" their attributes by earning "experience points" (xp). The more xp they earn the faster they will advance and the more rewards they will be able to claim.
The great thing about this new system is that it can ride directly on the back of existing school systems. Which brings up yet another term. Homework, quizzes and tests are no fun. Pretty much all kids HATE them, and they hate even the mention of them. Therefore, there will be no homework, quizzes or tests at the Academy of Games. They're gone, thank you, buh-bye.
Now, give a kid a quest, a mission, or better yet, a SECRET mission and you've got his attention, and it helps him or her stay in the mindset of the game. Each of these quests, or missions are a chance for them to earn more xp, which is a chance to further level up their character and earn rewards!
Go into a class and in the middle of the lesson announce that you are giving a pop quiz and you'll get a bunch of groans and moans. Nobody likes pop quizzes. Now, go into the same class and announce in the middle of the class to be on guard that they have just encountered a 'wandering monster' or 'side quest' and I propose that you'll receive a much different reaction. When was the last time you ever had anyone cheer a pop quiz?
Kids, or probably anybody I know for that matter, can't make a connection between getting good grades and advancement. While they are "learning things" throughout each year, existing school systems fail to show true "advancement" that learning brings.
In the Academy, it's a very simple path to follow, grades earn experience, experience gains you levels, and levels gain you ranks. It's a very clear path of advancement.
But we haven't mentioned 'ranks' yet. On each character sheet is their Attribute list, their "total level points" and two tables. The "level table" shows how many experience points are needed before a player can raise their attribute rating by one point or "level up" an attribute. While the "rank table" shows how many levels must be earned before getting promoted to the next rank. The ranks are themed along with the character sheet. So, while Katie begins as a "novice" and is trying to work her way to "Grand Master", Connor, with the modern military theme, begins as a 'private' and is trying to earn his way to the rank of 'Command Sergeant Major'.
We'll break down exactly how this leveling up process is handled in a later post, for now it's just worth emphasizing that there is a very clear path for each player. Each player will see almost immediately how getting good grades, or bad grades effects his ability to level up.
On the character sheet you'll also find a listing of "special items", which I have still to work out the details of but it's worth mentioning that it has a place on the sheet.
And that's pretty much the makeup of our character sheets. It's something that players will use for the whole game. Ultimately, I'd love for the player sheets to be found online, but for our first run we'll be handling them the old fashion way...with pencil and paper.