Students investigate how ideas from the Renaissance, Enlightenment, and Scientific Revolution shaped human choices, conflict, and change by designing a tabletop role-playing game that players can actually use. Through character creation, worldbuilding, rule design, collaborative discussion, and repeated playtesting, they practice creative writing, historical reasoning, democratic decision-making, and evidence-based revision. The work culminates in a public festival where they present and explain their game to classmates, families, and community partners, showing how historical understanding can be transformed into an engaging interactive experience.
Learning goals
Students will explain how ideas from the Renaissance, Enlightenment, and Scientific Revolution shaped people’s beliefs, conflicts, and decisions, then use that understanding to design historically grounded characters, settings, and dilemmas. They will apply creative writing skills by crafting dialogue, motivations, pacing, and consequences that make their tabletop RPG engaging and coherent for players. Students will collaborate through discussion, deliberation, playtesting, and revision to make evidence-based decisions about rules, balance, and player experience. They will present and defend their design choices to classmates and community audiences through a playable prototype, designer notes, and festival exhibition materials.
Standards
[College, Career, and Civic Life (C3)] D4.3.9-12 - Present adaptations of arguments and explanations that feature evocative ideas and perspectives on issues and topics to reach a range of audiences and venues outside the classroom using print and oral technologies (e.g., posters, essays, letters, debates, speeches, reports, and maps) and digital technologies (e.g., Internet, social media, and digital documentary).
[College, Career, and Civic Life (C3)] D4.7.9-12 - Assess options for individual and collective action to address local, regional, and global problems by engaging in self-reflection, strategy identification, and complex causal reasoning.
[College, Career, and Civic Life (C3)] D4.8.9-12 - Apply a range of deliberative and democratic strategies and procedures to make decisions and take action in their classrooms, schools, and out-of-school civic contexts.
[Common Core] CCSS.ELA-Literacy.SL.9-10.1 - Initiate and participate effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grades 9—10 topics, texts, and issues, building on others' ideas and expressing their own clearly and persuasively.
[College, Career, and Civic Life (C3)] D2.Civ.9.9-12 - Use appropriate deliberative processes in multiple settings.
Competencies
Creative Contributer - Interprets experiences, imagines and plays with new possibilities with curiosity, and creates approaches that are novel, useful, and valued by the world around them.
Empowered Learner - Demonstrates mastery and application of academic competencies. Develops the skills and dispositions to persist through difficulties and plan for a future of self-improvement.
Engaged Citizen - Shows respect and empathy across differences, embraces diversity of opinion, seeks cultural understanding, participates in the democratic process to challenge the status quo, and makes a positive impact on their community and the world.
Critical Thinker - Thinks deeply and makes informed decisions to create solutions or new understanding supported by relevant and reliable evidence.
Products
Students will create research-backed design artifacts throughout the project, including historical character profiles, world maps, scenario cards, encounter outlines, draft rule systems, and game journal designer notes after workshops and playtests. Midway through the project, each team will produce a playable prototype with historically grounded character sheets, maps, cards, and rulebook pages for peer and partner feedback. By the end, teams will publish a polished tabletop RPG game kit with dice, tokens, scenario cards, a concise rulebook, and a short designer guide for running a Renaissance, Enlightenment, or Scientific Revolution adventure. They will also prepare a festival-ready presentation setup that explains their historical choices, writing decisions, and revisions to classmates, families, and community partners.
Launch
Open with a 20–30 minute mini tabletop RPG session in which students play as a printer’s apprentice, a scientist’s assistant, or a young philosopher facing a public problem shaped by Renaissance, Enlightenment, or Scientific Revolution ideas. Pause for key choice points so students can feel how character decisions, evidence, persuasion, and consequences drive both history and gameplay. Follow with a quick debrief in which students map what made the experience engaging—characters, conflict, rules, collaboration, and historical details—and then introduce the challenge to design their own playable prototype for the Timekeepers’ Tabletop Festival. End by showing a sample game kit with dice, tokens, cards, and rulebook pages so teams can begin imagining what they will create.
Exhibition
Host a Timekeepers’ Tabletop Festival where each team runs a 10–15 minute playable scenario for classmates, families, teachers, the local game store owner, and a history professor. Students set up booths with their prototype game kits, including character sheets, maps, cards, dice, tokens, rulebook pages, and short designer guides, and explain how their mechanics and story choices reflect the Renaissance, Enlightenment, or Scientific Revolution. Invite guests to play, give feedback on historical accuracy, clarity, and replayability, and rotate through multiple tables like a mini convention. Close with a public peer and self-assessment circle where students share revisions they made, collaboration moves they used, and how their game communicates ideas and consequences to an audience beyond the classroom.