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What game is suitable for ESL language-learning students?

I'm a ESL/TEFL teacher in China and I'm looking for a very simple table-top game to use in class. I've read how RPG games can help with creative and critical-thinking skills and I believe such table-top games will improve conversational skills as well as confidence. However, games such as D&D will be too complicated for the low-level Non-English major students I teach. I am a little intimidated by the extensive fields in designing characters and I know that the extensive dice-roll rules will be too much for my students to engage in. If anyone has any ideas, please post here. Thanks.
Personally I think dungeon world or apocalypse world would work quite well. The rules are pretty simple as there is a heavy emphasis on story telling and creativity. You do get to roll some dice, but it's a lot more free form than DnD and stuff like that.
Mini-six by anti-paladin games. All mechanics are tied to a number of d6's. You add the die from your attribute and relative skill (if any) plus any "pips" which is just a number that you add to the die roll. For example, if I have a strength of 2+1 and a climb skill of 1 and I want to climb a ledge with a DC of 15. I would roll 3d6+1 vs the DC. So if 3d6+1 is greater than or equal to 15 I succeed, otherwise I fail. That's basically all you need to know. You get a certain amount of dice to allocate to attributes and skills. Character creation takes minutes. All of the d6 systems are simple, but mini-six is pretty much the most streamlined. It's 38 pages total, and 12 of those are setting information. It also has rules for converting standard d6 stuff if you want to add monsters or rules (such as for cybernetics). It is even available for free+legal download.
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Pat S.
Forum Champion
Sheet Author
I will second the mini-six for something like this. It is free, simple, and rules lite. The rule lite part can come back and bite ya in the rear if you dont think on your feet. With this system, you will need to make some decissions without many references so good luck.
You might find this thread from The RPG Site useful and informative where the poster has a similar situation to yours. Granted, I'm already biased towards older editions of D&D, but anything with simple character creation, easy mechanics and an emphasis on cooperation and creative thinking as opposed to strict rules should work.
Thanks, guys. I will check out Anti-paladin games. I can't seem to find any older editions of D&D online but I did find Basic Fantasy, which I believe is on this site's catalogue here. It seems simple enough but will compare with your recommendations. @Dave D. That article you linked to is great- very encouraging and just what I'm aiming for. But here's another question- How do I play a module in a class of 30-40 students? I can see myself having everyone with their own character and the class divided into teams of five separate raiding groups, if you will. So it would be like 6 groups in one dungeon. That's too much, surely? Any advice on this would be great.
Is this something you would do DURING class time? Like would all 30-40 students be present? Would you be the only DM? If so, I think that might be too much. Maybe divide the class into characters, like 5 people are in control of ONE character, so each group is an individual, and those groups make up the raiding party?
One team of five controlling one is an approach I am considering. Has this be done before, d' you know? This might actually be a better alternative.
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Pat S.
Forum Champion
Sheet Author
As a group decision training that would work the best also. I would suggest to think about doing the following: Break the kids up in groups of 5 or 6 Have them choose one of them to be the voice for the group. This will allow them to discuss each decision as a group but only one person will voice that choice to you. Less confusion. Realize this will be a slow process. Have fun. This method will slow down combat but as they adjust to it they will get good at communicating between themselves and making decisions.
Sinofaze said: But here's another question- How do I play a module in a class of 30-40 students? I can see myself having everyone with their own character and the class divided into teams of five separate raiding groups, if you will. So it would be like 6 groups in one dungeon. That's too much, surely? Any advice on this would be great. Maybe have it so there's only one character controlled by group consensus. You might wind up presenting things more like a Choose Your Own Adventure book or a video game RPG (gasp!) but based on mechanics you can demonstrate and discuss as a group. Older versions of D&D like the Basic magenta box (B/X) or the later Basic red box (BECMI) can be found online through D&D Classics.com . There's usually a free retroclone floating around for whatever version you wind up wanting to play.
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Hello. I'm not sure if this is what you are going for, but you might want to consider Everyone is John. While it does promote creative thinking and problem solving, it's not really a tabletop game. The game is rather dark at it's base, but you could change it to whatever fits your needs. It also has suitable mechanics to let everyone have some control in the game. Consider having John go through an adventure, with multiple groups having different skills that they could use to overcome obstacles. Points would not be awarded based on completing an objective, but merely helping John on his merry way. Every student could have their own tokens for Will, and expend them to the benefit of the group. Color coded so you don't get confused, maybe? Also, there's mechanics to help the flow going. If the group doesn't help John complete his objectives quickly, he could get bored, and control could pass on. Just make sure every obstacle John encounters has many ways to overcome, so that every group's skills are useful. <a href="http://wso.williams.edu/~msulliva/campaigns/john/" rel="nofollow">http://wso.williams.edu/~msulliva/campaigns/john/</a>
Thanks everyone for the advice. I think the general consensus here, if I'm going ahead with this, is to use the approach of one team- one character, instead of working with 40 character players and such. I've managed to dig up- with the help of the "Rollers" here- simple rules from Basic Fantasy and even the old TSR Marvel Superheroes, which I'm sure my students here will take to. @David D. I would love to get my hands on them D&D 1st editions. The link you sent me is not applicable. I'm not currently able to buy online from my location. So I shall continue to look for 'accessible' PDF versions. @Maurice H. Your suggestion looks very promising. Just the sort of dark, mad scenario that will appeal to my Chinese students here and the set-up rules could be very responsive. I'm sure I can get some good laughs from this.
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Pat S.
Forum Champion
Sheet Author
@ Sinofaze. Let me dig around to see what links I have. If I find any I'll pm you.