Civic Intelligence RPG

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Revision as of 17:55, 13 May 2011 by Reimor13 (Talk | contribs) (Authors)

Civic Intelligence RPG

Authors

  • Karl Determeyer
  • Michael O'Neill
  • Amber Pecolatto
  • Michael Phillips
  • Vera Rankis
  • Morgan Reisdorfer

Current State of the Game

Board areas

  • City hall
  • Elementary School
  • College
  • Downtown
  • Non-profit org. headquarters
  • Hospital
  • Housing development (the projects)
  • Suburbia
  • Forest/wetlands/undeveloped nature
  • Industrial area
  • Waste management
  • Church

Roles

Blank Role Card
  • Single parent
  • College student
  • Grade schoolers
  • Senior citizen
  • doctor
  • Small business owner
  • Teacher
  • War Vet/homeless

Character Skills

  • Organization/Planning
  • Networking
  • Communication/Leadership
  • Community currency
  • Green Knowledge

Early Development Notes

"Team Sofa King Awesome" (how is this not a great name?) is interested in designing a role playing game. Some of the examples mentioned were:

Moving Towards a Civic Community In our first brainstorming session we envisioned some of the elements of the game we might design:

  • Character Sheets - a number of different roles within a community. Each character could have
    • Attributes
    • Personal Goals
    • Flavor Text
  • Scenarios - these would drive the game by giving the characters something to work towards
    • each scenario might have multiple phases
    • each phase could impose a limited number of turns to be completed in
  • Other game elements
    • Resources
    • Influence

We agreed to meet an hour before class next Wednesday to play Mansions of Madness

Here are some more ideas about the game:

This is from Doug's Paper

  1. Orientation - describes the purpose, principles and perspectives that help energize an effective deployment of civic intelligence.
  2. Organization- refers to the structures, methods and roles by which people engage in civic intelligence.
  3. Engagement - refers to the ways in which civic intelligence is an active force for thought, action, and social change. #Intelligence - refers to the ways that civic intelligence lives up to its name.
  4. Products and Projects - refers to some of the outcomes, both long-term and incremental, that civic intelligence might produce.
  5. Resources - refers to the types of support that people and institutions engaged in civic intelligence work need.

We might be able to incorporate these into the game as steps for the scenarios to follow.

I also thought we could frame our game around one overarching scenario or some big picture issue that would take Civic Intelligence to solve. One thing that came to mind was Peak Oil leading to industrial collapse and the challenge the players would be faced with would be to work together to save their local community. If we go with something like this we could look at the Transition Network as a resource to see what that organization is doing to promote Civic Intelligence in a sustainability context.