#Attoles Law
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Investigation finds Wisconsin school failed to comply with seclusion and restraint policies
The practices are disproportionately used with elementary school students who have disabilities and have been highly criticized in the last few decades due to the physical and mental effects on children.
by Baylor Spears, Wisconsin Examiner June 27, 2024 A recent investigation found a Wisconsin school failed to comply with several seclusion and restraint policies, including ensuring sufficient training, properly documenting seclusion and restraint incidents, debriefing after incidents, notifying the student’s parent and removing a lock on the door of the seclusion room. The investigation,…
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Voyage of Fate
You are about to begin on a voyage of discovery, it may be a path of adventure and riches, or a trial of trouble and toil, or it may be a story of love and romance.
There is only one thing that is certain.
This is YOUR story alone.
YOU make the decisions.
YOU choose the path.
YOU reap the rewards.
One person game
Age 10+
Game Time, Short version 10 Minutes
Long version 30+ minutes
Essential items needed to play.
14 cards, 1 coin, 1 six-sided die, pen, and paper
This is not a traditional game!
This is a card drawing game that encourages you to use your imagination and draw upon your experiences (real or imaginary) to create and write an adventure or experience that you can read back as a story later
You are the spirit of the ship that goes on a voyage. With any luck your story will end in a safe harbour, with the captain and crew all accounted for. Yet it’s just as likely that you will find yourself drawn into conflict with all manner of creatures or people on your voyage.
How will your journey end, will you reach the other side with all your crew intact, or will you let them die, leaving you a ghost ship manned by only their tormented souls? Whatever options you choose will influence the path you end up traveling. At start of play your options will start with a single card. You draw your first card and choose the option you want to follow, and then begin to write your story as the spirit of the ship and your upcoming journey. What happens is based on what the card drawn suggests but you choose the options about how your story progress and how they progress from event to event is up to you the player to describe, create and write the dynamic story of your experience.
Setup
On a flat surface set up as below.
Terminology
A Path is the option you pick and follow, as in following a path were ever it leads.
Cards – give you a choose of options not choose from to form the story you are making.
Card deck to the left, the die and coin below the deck. Below the die and coin to the side is the paper and pen. With the discard pile to the right of the card deck, with a space between for when you draw a card to lead you.
Rules:
1. First you shuffle the cards and then place them face down on the table.
2. You take the card on top. After turning over the card you have a choice of two options to choose from, two paths are written on the card for you to choose the path you want to follow.
3. Next step is to flip a coin - heads is good and tails is bad.
4. Once you have a path and know if it’s good or bad pick up the six-sided die and roll. To see the action the events play out in on the path.
Eg: rolling a 6 on the die after you have picked the Law path, would lead to the exile/leaving country reason for your story
5. Write the outcome for the events.
6. Cards that you have used go into a discard pile.
Put the card aside and make a note of what happened.
Once you have your first event you repeat the drawing process until you have drawn 10 cards or have died.
How to draw and act on cards!
Example, if you draw the Helm card and pick the Land path and the coin flip lands on tails, and the rolled dice lands on a five leading to the ship coming across a Attoll. Note how the event has progressed. It is then up to the player to reason how this has affected their ship.
When the next card is drawn and the path is followed the player must think how their ship has been impacted by the first card’s result. It is then up to the player to decide on where the story goes from there.
How much should you write for your notes!
There are many ways to write notes of your story but when you make notes or write up about what happened in your story keep in mind three things and try to address them.
1. The path that you have taken and reasons why you think your character went along that path.
2. The event that has been rolled by the dice and how your character reacts to the event.
3. What side the coin has landed on and if your character regrets the outcome or is satisfied with the outcome.
In game Examples
Example 1. Short version
You sail upon some islands. The crew make landfall and then after a few days they make their return, although it may be with a few less members than when they left.
Example 2. Story version
An island comes into sight and the captain has the crew direct you towards it. Once near the Island the crew lower the rowboats and row to the island looking for a water source to restock their supplies. Once on land they venture into the treeline, their forms disappearing into the leaves and undergrowth. As time passes the crew that were left on the ship discuss what could be taking the landing crew so long on the island, coming up with wild theories that perhaps they have found a hidden treasure or maybe natives on the island are cannibals. Two days pass and the ship’s crew are talking about sending a rescue party but then some of the missing crew are spotted running from the trees, Natives are chasing them but as the remaining crew members dive into the water and start swimming towards the ship the natives stop at the edge of the water unable to go further because they can’t swim, they throw their spears at the sailors but the spears fall short of the returning crew members and they make it back to the safety of their ship. The captain orders the remaining crew to pull anchor and sail swiftly away from the island, with the shore crew regaling their crewmates with the exploits that occurred on the Island.
Figurehead
At the start of the game you pick one of the three figureheads. You then can use their power once per game, to aid you in your ships journey.
Mermaid – draw a different card.
Unicorn – flip the coin a second time and take the new result.
Lion – reroll the die and take the new result.
Wining or losing
There are 2 main ways you can end your voyage prematurely and one secondary way.
1. You sink. The ships become unfit to sail and goes under the waves.
2. The crew all dies, as without a crew.
3. The captain dies or is lost. (May not be a game over depending on your story)
The Cards in the game
Helm (Land or Ocean)
Bow (Navigation or Myth)
Stern (Myth or Captain)
Hold (Cargo or Crew)
Mainsail (Weather or Crew)
Crow Nest (Land or Navigation)
Captain’s Cabin (Captain or Navigation)
Rudder (Navigation or Ocean)
Foremast (Ship or Crew)
Anchor (Land or Ship)
Main Deck (Crew or Ocean)
Hull (Cargo or Ocean)
Keel (Weather or Ocean)
Bulkhead (Weather or Land)
Paths
Land
1. You come across some Islands
2. You reach the Mainland
3. A Iceberg comes into view
4. You come across a coral Reef
5. You find the entrance to a Attoll
6. You come across a large Peninsula
Ocean
1. The seas turn rough
2. High tides appear
3. The tides are low
4. You find a whirlpool
5. Your path crosses that of a pod of whale
6. Sharks circle you
Cargo
1. Your transporting weapons
2. An assortment of supplies are in your hull
3. Different kinds of animals have been brought onto you
4. There are soldiers traveling with your crew
5. Civilians have been given passage across the water
6. Nothing has been placed in the hold
Crew
1. The crew committed mutiny and sail the ship without the captain
2. They are trained and tested sailors having been on ships before
3. Being untrained, the crew is made up of people who have never been at sea
4. Chained up and forced to row, this Galley crew have been or maybe are slaves
5. Sailors from the military. Use to the stress of battle
6. Hailing from the merchant ships, the crew know their way around goods
Captain
1. Raised from the ranks and placed in command of a ship
2. Placed at their post by a friend or family connection
3. A veteran who has been the captain of many ships in the past
4. New to command, this being their first ship to captain
5. Never been in command of your type of ship before
6. No captain, somehow the crew still work well
Ship
1. Pirates are sighted heading to you
2. Navy ships are near by and seems to be doing something
3. Privateers sailing under a country’s flag, you can only hope that it’s your country’s
4. Merchants passing by who knows what cargo they found on their travels
5. Indidunice craft spotted near land
6. Ghost ship devoid of any crew, who knows what lead to this ship’s fate
Myth
1. Mermaids sing out to the crew and captain
2. The Kraken is near, its massive form lurking under the waves
3. Roc flys above, its shadow falling over your form
4. A Ghost ship, maned by only the dead
5. The shell of a Dragon Turtle is seen in the distance
6. A Water Spirit makes it’s self-known to you
Weather
1. You sail into a storm
2. Clear sky’s and smooth sailing
3. Rain batters down upon you
4. A hurricane forms near you
5. Light wind brushes against your sail
6. There is no wind (becalmed)
Navigation
1. The stars shine in the night’s sky
2. The moon hangs in the sky
3. The sun shines above
4. The wind blows in one direction
5. Some birds are sighted flying nearby
6. The currents pull you along
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