DISASTER ROLE-PLAY GAMES

Five familiar "disaster" scenarios that appeal to younger as well as older players:

Surviving a Plane Crash

Escaping an Earthquake

Fleeing the Great Flood

Stopping the Fighting

Lords of the Islands

Surviving a Plane Crash A commercial airplane has crashed in central Alaska in autumn. The players are the only survivors. After two days of waiting without any sign of help, the players decide they must design a survival and rescue plan to which they can all agree. This game teaches players the strategic importance of staying focused on the common goal of surviving and the reality that different people can have very different ideas about what is a fair solution to a shared problem.

Players include: the co-pilot the head flight attendant a homemaker a building contractor a soldier a sales representative a science teacher a nurse a doctor a fisher

Escaping an Earthquake Players are on an upper floor of a high-rise office building in a large city immediately following the great earthquake. They must design a plan to get out of the building first and then a way to get out of the earthquake-devastated city. This game teaches the importance of using the common goal of surviving to stay focused and to work together as a team. It also challenges their technical & problem-solving knowledge regarding building infrastructures and cities in which law enforcement is no longer available.

Players include: the lawyer for the building's owner the building's architect the building's superintendent a police officer the police officer's german shepherd a famous professional athlete a nurse a building inpector

Fleeing the Great Flood Players are on a dwindling island of dry land in a forest inundated by the Great Flood. The players, all animals, birds or reptiles, have to design a plan for escaping to the Great Forest which is a thousand miles downstream or to try to survive on their own individually. The trip downstream will take them past man-made dams and through a major city inhabited by their enemy, man. To be allowed to come along, they each have to justify their contribution to the success of the journey and to persuade the group of their trustworthiness. They are forced to decide whether they are better off trying to survive alone or with the help of the others. They are also challenged by the technical issues of river travel, shipbuilding, overland portage, and surviving in a big city.

The players include: Noah, the aging owl the wolf the hawk the weasel the elephant the snake the mouse the beaver

Stopping the Fighting is a modern version of Romeo and Juliet. Two warring Los Angeles gangs are drawing too much attention to themselves and the other gangs. The head of the gang council, the Prince, convenes a meeting to try to persuade the two gangs to stop fighting. This game teaches classic conflict resolution strategies and exposes players to the plot of the original play.

The players include: the Prince Romeo Julie Cutie-O T-Ball Father Larry the head of the Mt. Tag gang the head of the Capulet gang

Lords of the Islands is a take-off of William Golding's classic "Lord of the Flies". 80 prep school boys and girls have survived a plane crash in the South Seas and find themselves on two closely situated islands without adult leadership. After a week with no sign of rescue, 8 groups emerge from the school's student organizations which try to design a survival and rescue plan to which they can all agree. This game presents a unique opportunity to teach competing theories of political science and community-building is as well an enjoyable companion to Golding's novel.

The 8 players represent 8 different views of the organization of society: the Monarchs, the captains of the school's athletic teams, who want to run the islands as a kind of benign dictatorship the Quakers, the student council, who believe in the importance of procedures for self-government the Muses, the girls' a cappella choir, who want spiritual values incorporated into the new constitution the Generals, former Junior ROTC members, who want to protect the islands for attack from within as well as from without the Dead Heads, the social outcasts of the school, who want to be left alone on their own island the Green Heads, the school's environmental police, who want to protect the island from its new inhabitants the Lawyers, the school's debate society, who want to protect individual rights from the tyranny of the majority and the Crimson, the school's radical fringe, who will challenge oppressive authority wherever they find it.