"All this he saw, for one moment breathless and intense, vivid on the morning sky; and still, as he looked, he lived; and still, as he lived, he wondered."

Mio

Qualcuno di voi ha presente Sì Oscuro Signore (per gli amici SOS), il gioco di carte in cui voi, miserabili servitori del male, tornate dal vostro padrone dopo essere stati immancabilmente sconfitti e dovete inventarvi le scuse più assurde per non incorrere nelle ire di Rigor Mortis, l’Oscuro Signore?
Ecco.
Immaginate lo stesso sistema di gioco (notevolmente migliorato con l’introduzione di un ruolo da caratterizzare per i giocatori e di regole più strutturate per il master) ma applicato ad un contesto abbastanza… diverso. Il padrino ha perso una borsa di soldi in mezzo ad un marasma di altre borse uguali (una per giocatore) contenenti le cose più bizzarre. E, naturalmente, la rivuole indietro. Di chi sarà la colpa? Dell’adorata moglie in combutta con il contabile o della figlia che vorrebbe scappare con l’autista? O forse dello stesso contabile, ben poco interessato all’attempata signora ma molto meglio disposto verso suddetta figlia? Protetti e protettori  scuse folli ed un padrino d’umore quantomai mercuriale. Accento siciliano e baffetti non inclusi nella scatola.

games, gamification and rpg

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Engagement as the Architecture of Learning

A few weeks ago, I gave you my two cents (well, they’re more than two cents, by now) on the future of adult learning, and the first pillar of my theory was the necessity to involve game design. This week, back from Denmark and while

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