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The Plot

The dynamic of the whole game was caused by efforts of players, because they wanted to solve the cipher as much as possible and to succeed in the tasks.

Moreover, everything must have been done in a time limit, which was set up by organizers of the game. Our school has experiences with so called adventure/experimental tuition, therefore we knew that the dynamic and the plot of the game must be given to the game during externally during the whole time by supervisors. It emerged into a duality, because the dynamic of the game was determined by wanderers in terrain and their activity produced information needed in PC room. This information had been additionally arranged and put in the platform. On the other side, platform was during the game understood as a primary source of orders, what we had to change, in the game process.

  Place A:
Hussitian
Place B:
Baroque
Place C:
Life of Monastery
Place D:
1950 to
present
Level 1 Task 1 Task 1 Task 1 Task 1
Level 2 Task 2 Task 2 Task 2 Task 2
Level 3 Task 3 Task 3 Task 3 Task 3

In the end, the game and the plot was created as it follows – the outdoor game coordinator - Markéta was focused on children’s outdoor activities and with the help of special written references visible to all teams, the game constellation was being changed/adapted. For example – in the middle of the game we decided that teams in terrain can be split up into two parts. That means one team had one part in PC room and two parts in terrain. At the same time, in the PC room, Petr - the puppet master of eMapps.com watched the activity of children struggling with work in writing, presentation and graphical editor. Because of the player’s response, some of the tasks were made easier and Petr gave Markéta instructions about the changes in the game via special chat.

We think that this was the main element of the game based on alternative reality and made a pressure on players as well as teachers to change their game attitude due to latest monastery conditions - due to reality. The alternative side of the game was secured by the topic of the game – Hussite times, baroque and architecture, the former history of the monastery and roles of concerned monastery citizens.

And how it was with unknown identity guessing? Every team revealed the mysterious name, in addition to the final interview with Prior (which was one of the discipline). Each team came across the name, because the name was strongly connected with monastery life. Anyway, we will not tell you the identity yet, because you can also try this game with your children.