Card · TH-08
School
Community and everyday life
School
Frame · Community and everyday life thematic
Learning, hierarchy, growing up – a place where rules apply that you didn’t make, and friendships for life are formed.
Design question – Imagine your game is set in a school. What is learned, who sets the rules – and what happens behind the gym?
Reference example – Persona 5: lessons, exams and friendships by day, adventures by night. Hogwarts Legacy: a school of magic with a timetable, houses and secret passages. Bully: playground, cliques and detention at a boarding school.
Associations
- Typical Activities – Learning, Socializing, Competing, Exploring (secrets)
- Typical roles – teacher/learners, cliques, outsiders, friendship
- Typical spaces – classroom, schoolyard, corridors, secret hideouts
- Typical conflicts – exam, group dynamics, rule-breaking, discovery
Atmosphere
nostalgia, boredom, excitement, rebellion
Coherence
Implied Activities: Learning, Socializing, Competing, Exploring (secrets). Mechanisms: Scoring (grades), Hand Management (limited time and energy), Area Control (turf in the schoolyard), Variable Player Powers (talents). Ludic Organisational Structures: social order (hierarchy), political order (school rules), developmental order (growth).
Compatible with
- Melancholy (AT-05)
- Joy (AT-09)
- Standoff (SI-04)
- Breakdown (SI-07)
- Rivalry (SO-02)
- Cult (SO-07)
- Mob (SO-08)
- Ruin (SP-09)
- Tower (SP-11)
- Antiquity (TM-02)
- Amid Upheaval (TM-09)
Tension with
- Prison (TH-13) – A school that feels like a prison. Or the reverse: a prison where education is the only way out. Institutional control meets personal development.
Belongs to the stack
- Thematic
- What is your game about? (20 cards)
- Ludic Frame
- To the term
- TH-07 Teahouse
- previous card
- TH-09 Pirates
- next card