Thanksgiving Duck and Running Large Classroom Games

First, what is everyone thankful for this year? Share your comments! 🙂

I’m thankful for my family, working with great colleagues, and the two ducks thawing in my fridge. My wife and I have never liked turkey, and aside from trying turducken (too dry) and goose (expensive duck) once each, we’ve roasted up two ducks every Thanksgiving since 1996. My wife loves post-Thanksgiving sandwiches the best, where she layers duck, stuffing, and cranberry sauce between two thick-cut slices of buttered and lightly toasted bread. The look she gets on her face with the first bite is best described as rated PG-13.

Next Wednesday, I kick off Cold Winter, my end-of-course exercise for POLS 131: Current World Problems (think intro to IR and CP for non-political science majors). POLS 131 sections range from 100 to 200 students, so it’s quite a handful to run even with my TAs and ~2 student assistants. Students form six-person teams early in the semester and design a state, IGO, or NGO using the DIME model (diplomacy, intelligence/information, military, economic). It is straightforward for the state teams, but the IGO and NGO teams must think creatively about how the model fits their structures (for example, economic for an NGO might mean how they solicit donations, and military might mean how they hire security). Aside from using real-world cities for their state capitals or headquarters, the teams otherwise create everything from scratch (albeit they can use real states, IGOs, and NGOs for inspiration).

Discord sreenshot from a previous Cold Winter exercise

During the exercise, the teams react to an evolving international crisis. It’s usually a zombie apocalypse, but I’ve run it with evil robots, too (at some point, I’ll use vampires or werewolves). Why a speculative crisis? It encourages students to think outside the box without preconceived notions and avoids partisanship associated with real-world issues. I know how the scenario starts, but I improvise the rest based on how teams react and apply course concepts. It’s four days of absolute chaos, but feedback from previous semesters suggests that the students love it–it makes the course material come alive.

I use Discord to manage the game, which is fantastic for running large and specific events (in contrast, I don’t like using Discord for day-to-day communication). I set up channels for each team, a news and intelligence channel where I post scenario updates, a request for information channel for teams to ask questions, and a white cell channel just for myself and my assistants. I deputize my TAs and student assistants to adjudicate questions and events as they circulate around the room, which I then add to the scenario. Even with students using Discord, the room is a raucous cacophony of shouting and hustling students.

Students are not graded on their in-game performance; rather, they submit an after-action report essay in which they reflect on their team’s strategies, failures, and successes. This way, they can take risks during the game without worrying about grades.

I’d love to write this up for, say, the Journal of Political Science Education or International Studies Perspectives, but the hard part is conveying the improvisation required. I can teach someone how to build the exercise, but I don’t know how to teach someone how to be a dungeon master (it’s a skill I picked up over many years. That, and I don’t get stage fright). I’m open to suggestions and a co-author on the subject of improv!

Basic Tools for Planning and Designing Classroom Games

Planning and designing classroom games doesn’t require boxes of custom Meeples, fancy boards, or a degree in graphic design. Rather, I recommend having the following stash on hand to help you think through your design:

  • Deck of playing cards: card decks are great! You can use suits to represent teams or events, use cards face down to represent a hidden and abstract map, or use cards as randomizers in the place of dice.
  • Dice: in addition to number generation, you can also use dice as markers with count numbers, using the face numbers (pips) to represent the number of turns left, the amount of resources a player has, and so on. I recommend having at least a dozen six-sided dice and one set of seven polyhedral dice (Fig 1).
  • Post-it Notes and index cards: create simple maps, organize a narrative storyboard, and re-create an abstract layout of your classroom so that you can visualize teams and movement.
  • Whiteboard and plain or graph paper: sketch your game. I recommend plain or graph paper since they encourage using the entire sheet and breaking lines.
  • Pennies: pennies are great as general-purpose markers! They’re versatile despite their size and also have some weight and feel substantial (tactile elements are essential, which I’ll cover in a later post).
Figure 1: Polyhedral Dice. Photo by Armando Are from Pexels

Politics in Worlds that Never Were, Part 1

This semester, I’m teaching a literature course with a mouthful name: Thinking for a Thriving Planet – Environmental Politics in Worlds that Never Were. It’s part of a Department of English Teagle Grant in which ten faculty from different liberal arts departments teach fiction/non-fiction literature courses grounded in their respective disciplines. It was a tremendously fun and insightful course, and I’d been chomping at the bit to teach it again.

I taught a variant of this course at the US Air Force Academy in 2018. In that version, cadets analyzed science fiction and fantasy literature using international relations theory (I also included a block on board games and roleplaying games). For their midterm, the cadets had an open book/open note short essay exam analyzing an excerpt from the Dungeons & Dragons Forgotten Realms campaign setting, which questions such as, how would realism interpret a 20th-level character freely adventuring across sovereign boundaries? And, how does magic in this setting influence the balance of power in this setting? The course culminated in a world analysis paper, requiring students to analyze at least three books in a series. I was also able to get post-Herbert Dune author Kevin J. Anderson and roleplaying game designer Sean Patrick Fannon as guest speakers, and authors Jeanne DuPrau (The Book of Ember) and John Scalzi (Old Man’s War) to comment on cadet papers written on their respective books.

Image by 8385 from Pixabay

For my current class, I was required to focus on environmental politics per the Teagle Grant. One minor problem: I don’t specifically study environmental politics. Too easy–I’ll learn alongside my students! Soliciting the help of my department’s environmental politics scholars–shout out to Bob Duffy, Ryan Scott, Dimitris Stevis, and Marcela Velasco–I assembled a collection of seminal environmental politics paired with six speculative fiction books, plus a book chapter appetizer. Listed below in order of course appearance:

I’d already settled on Bacigalupi, DuPrau, Herbert, Miller, but folks on the Political Scientists Facebook page suggested Stewart and Valenti (and UNLV’s Chris Jensen suggested opening with the Tolkien chapter to ease students into analysis). They also have a similar midterm, analyzing an excerpt from the roleplaying game Shadowrun, and a world analysis paper grounded (pun unintended) in environmental politics. I’m also including a games lesson and two lessons on films.

Another challenge is that, unlike my 400-level USAFA course, this version is 100-level. Whereas my USAFA students already had introductory major’s courses under their belts, my current students were hit with a firehose right out of high school (hence, why Chris Jensen’s Tolkien chapter suggestion was a great idea). I’ve mitigated that by reminding my students that this is a discussion-based course with no right or wrong answers, just poorly organized ones. I also taught them strategies for approaching the material using Adler and Van Doren’s How to Read a Book as a foundation. I think they understand that the thinking is high, but the risks are low now, as they exploded out of their shells yesterday to discuss Dune–I barely had to say or do anything beyond selecting raised hands!

So far, so good, but the midterm will be their next big challenge.

“Keep it Simple, and Plagiarize” (Classroom Games, that is!)

I likely just gave every academic a heart attack!

I’ll assuage your worries. The words are from legendary wargame designer Jim Dunnigan, author of Wargames Handbook. What he meant by those words was that first, use the minimum amount of game mechanics necessary to model your game’s objectives, and second, you’ll drive yourself crazy trying to design games from scratch. I’ll discuss objectives further in a later post and focus on design “plagiarism” here.

Game mechanics are the rules that govern player behavior, such as card game hands, using dice to measure chance in a roleplaying game, or dribbling a basketball. Odds are someone’s already designed game mechanics that comes close to modeling your game’s objective. Even the first roleplaying game, Dungeons & Dragons, was born from tabletop wargaming mechanics. Instead of designing from a blank page, borrow mechanics from those other games. Indeed, since game mechanics can’t be copyrighted, you can often download game rulebooks for free directly from publishers.

What this means for you as an educator is that there’s a world of material out there that you can use, mix, and match for gaming your course learning objectives. For example, For my Fall 2019 Comparative Authoritarianism course, I borrowed mechanics from Risk and Pandemic to build a zombie apocalypse game that measured students’ knowledge of different regime types and their expected regime behaviors (assessing games will be another topic!).

Great, where do you learn game mechanics? The best way is to play games (or watch people play), and the second best way is to read rulebooks. I’m lucky that Fort Collins has two game stores where customers can borrow games in the store for free (and Gryphon Games & Comics also rents out games for a few dollars a day, which is nice when games such as Gloomhaven cost $150).

In the absence of a local game store, BoardGameGeek is a fantastic resource. PAXsims is also great for following the professional, training, and education gaming scene. If you want a handy mechanics reference, I recommend Engelstein and Shalev’s Building Blocks of Tabletop Game Design (2022).

The holy grail for political science educators, however, is Gaming Political Science, hosted by the Department of Political Science at Kansas State University. I imagine Dr. John Filter cloistered away like a gaming monk, gathering games published in the Journal of Political Science Education, International Studies Perspectives, Perspectives on Politics, and so on (I’ll do future posts on games in journals, let alone numerous other resources).