@holey_water


gemini
drama club
queen bee

DESCRIPTION:

In Class President, players role-play as high school students competing in their school election for the title of Class President. Over the course of several rounds led by a moderator, players use their identity prompts to build out their characters and dodge rumors as they attempt to prove why they are the best candidate to lead their school (or maybe just why everyone else running is tacky and fake). At the end of the game, the players all vote for one candidate (other than themselves), the player who recieves the most votes claims the title of Class President.

DETENTIONS AND DAYDREAMS:

Class President is a game of storytelling and improvisation. Players will be challenged to react to an ever-changing landscape of rumors, relationships and gossip as they weave the unique social microcosm that is their high school. Will the shy Chess Club captain who's Always in the Friendzone blossom into the candidate of sexual freedom and drug legalization? Is Chad just running to impress his secret crush and teammate Tyler? Where does the student body stand on open toed shoes in the classroom? In Class President players will be asked to contemplate these questions and more.

SET UP

IMPORTANT LINKS

Gameplay Spreadsheet: this will be shared over the videochat screen and updated by the moderator as characters, prompts and rumors are revealed.

Character Generator: this will be used by the moderator to generate character identity prompts and bathroom wall rumors.

ASSIGN ONE PLAYER TO BE THE MODERATOR

The moderator is typically the player with the best understanding of the rules or has the most comfort leading the group in creating an improvised narrative. The moderator will control the gameplay spreadsheet and will take notes throughout the gameplay.

CREATE THE CHARACTERS

The moderator will privately reveal to each player their identity prompt, created by the character generator. The identity prompt consists of a Zodiac Sign, After School Activity, and Reputation that will be used as the launchpad for each character. If possible, the moderator should send players their identity prompts as early as an hour before the game starts so players can get in the right headspace for their character. The moderator will input these values into the gameplay spreadsheet, which will automatically calculate each player's skills. During Round 3, the moderator will use the character generator to create a 'bathroom wall' rumor for each player.

SET THE SCENE

"It was a dark and stormy night and Dylan totally just hooked up with Adrian." The moderator is responsible for bringing players out of the mundane and into the drama-fueled world of the game. At the start of the game, the moderator will introduce the school by answering the questions below:

  • What is the name of the high school?
  • Where is the high school?
  • What kind of high school is it?
  • What is the school mascot?

BUILDING NARRATIVE

Thoughout the game, the moderator should record any additional characters, relationships or events referenced by players in the moderator notes section of the gameplay spreadsheet. A good moderator will maintain consistency between individual player storytelling and broader narrative arcs by referencing and maintaining these notes - the moderator should inspire creative thinking while ensuring that the school feels like a real, interconnected place.

FINAL SAY

Although mudslinging, pot-stirring and tea-sipping are all core components of gameplay, the moderator must ensure that all players are given a fair chance to speak when it is their turn at the podium. While one player is speaking, the other players should keep commentary to a minimum. The moderator has final say on interpreting any rules and leading gameplay. The moderator's vote will also act as a tie-break during a split election.

BEING THE MODERATOR

ROUND 1

Welcome to School: the moderator will introduce the school name, location, mascot, and any other details they see fit to set the scene for the election.

ROUND 2

Self Nomination: the players introduce their characters (name, zodiac sign, reputation, and afterschool activity) and make a case for why they should be the Class President.

ROUND 3

Rumor Mill: the moderator reveals a rumor about each player generated from the 'bathroom wall' which instantly becomes true. Players cannot deny the allegation and must respond.

ROUND 4

Hot Topics: based on the narrative that has developed, the moderator will identify one key issue impacting the student body and ask each candidate to take and then defend their stance on it.

ROUND 5

Straw Poll: the moderator takes a poll of how players would vote if the election were held that round. The moderator will reveal the results and identify the front runners. Drop-outs and endorsements are optional.

ROUND 6

Role Play: the moderator will introduce a scenario (party, weekend retreat, town festival) and lead the players through up to 3 rounds of table-top RPG style story-telling and action.

ROUND 7

Closing Statements: the players each have one last chance to trash the other candidates and make the case for their candidacy.

ROUND 8

Election Day: all players and the moderator vote for a candidate (other than themselves) for Class President. In the case of a tie the moderator's vote will act as a tie breaker.

ROUND 9

Epilogue: 5 years after the election, the players discuss where their characters are now.

SYLLABUS

@cornteen2020


taurus
fry cook
took acid once

CREATING YOUR CHARACTER

Your character will be built based on three traits generated by the moderator - your After School Activity, Zodiac Sign, and Reputation. Your After School Activity and Zodiac Sign have associated strengths and weaknesses that will add or subtract to your likeliness of succeeding on an action during the role-playing round.

AFTER SCHOOL ACTIVITY

Your After School Activity establishes your character's core passion. This prompt will orient your character within the social web of your high school.

ZODIAC SIGN

Your Zodiac Sign provides the basis for your character’s personality. Are you demanding or empathetic? Chill or extra? This prompt will guide how you navigate experiences and interact with others.

REPUTATION

Your Reputation determines how your character is perceived by others. This prompt may subvert standard high school stereotypes and give your character a small but important differentiator.

ACADEMICS (ACA): Your ability to succeed in scholarly pursuits and outsmart fellow classmates.

ALCOHOL TOLERANCE (ALC): How well you can hold your liquor.

ATHLETICS (ATH): Your ability to succeed in physical pursuits whether that be outrunning police or in atheletic competition.

CREATIVITY (CRE): Your ability to craft, perform, or think artfully.

CHILL (CHL): If you don't have it, you don't know.

CHARISMA (CHA): Your ability to lay on the charm or talk yourself out of a sticky situation. Can be used to affect the decision making of another player.

EMPATHY (EMP): Your ability to relate to your fellow classmates and read the ~vibe~ of the room.

NOT GETTING CAUGHT (NGC): How sneaky you are. Affects your capacity to dodge authority.

PEER PRESSURE (PP): Your ability to make others do something they may not want to do.

SKILLS GLOSSARY

OVERVIEW:

“It’s the weekend before the big election and…” During the role-playing round, the moderator will introduce a scenario outside of a typical weekday where the players can make a big move to secure votes for the upcoming election. This could be a party, town event, festival or any other location where the players may intermingle. During this round gameplay will follow a traditional table-top roleplaying pattern:

  • The moderator provides a prompt
  • The player describes an action they wish to take
  • The moderator assigns the skill and a success threshhold between 1 and 6
  • The player rolls a 6 sided die and adds or subtracts from the roll based on their skills
  • The moderator describes the result

EXAMPLE:

ROUND 1: It's the weekend before the big election and Kelly is throwing a huge party. None of the characters are close friends with Kelly directly so the moderator asks "How will you get in?"

Player 1 is a Scorpio in the Chess Club so while they may not have the social standing to automatically get into the party, they do have +1 CHA and decide to try to charm their way in. The moderator sets the success threshold at 3 and the player rolls a 3 which is given a +1 from their CHA modifier. Player 1 manages to sweet talk their way past the door and heads directly for the dance floor.

ROUND 2: The players have all found their way into the party. Player 2 (Cancer, Marching Band) has -1 ALC so the moderator decides that this player finds themselves amongst a group of wily theater kids about to take shots. Player 2 has +1 ACA, so they descrive a plan to pull out a stray vial from chemistry class and mix it with contact solution to produce a vibrant red decoy shot to take without the repercussions of puking it out in the bathroom. Genius, but will it work?

The moderator determines that in this case, the threshold for success is 4. Player 2 rolls a perfect 6. Success! As a bonus, the moderator describes how the dreamboat lead in the school musical gives the player a huge kiss in front of the entire party. Votes secured.

These are the kinds of stories that the moderator and participants are encouraged to build through joint story-telling. Leverage the skills you have, and imagine yourself as a character within the narrative.

ROLE-PLAYING ROUND

@nopain.nogang


leo
varsity sports
class sweetheart