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Framework for a Chaotic Good Life

Updated: Nov 28, 2022

I came across this book at Forbidden Planet when I was looking for more D&D based information. What caught my attention at the beginning was when Kruger described it as a book 'about embracing that randomness and accepting a call to adventure while collaborating with others'. The second piece of information that solidified this book as a very crucial piece of research is her statement'...and then I began teaching at a creative learning center(sic) for adolescents. It was then, as I saw how magical the game was with the youth (there), many of whom were otherwise struggling, that I started to glimpse the full potential of the game'. This is evidence that the information in this book is already tested in real life with adolescents.


The attributes in this book are catered towards the gameplay of Dungeons and Dragons, and in my project, it is catered to living life the Chaotic Good way. However, the breakdown of the characteristics of Dungeons and Dragons can work as a framework for the Chaotic Good mentality.


Your Critical Role

  • Player Character (PC) = You. The main player.

  • 'What If' = The decisions you make.

  • Dungeons = Things that hold you back.

  • Dragons = People that hold you back.

  • Non Player Character (NPC) = People around you that you need to extract information to go on your journey.

  • Character Sheet = This is given to all D&D players, and can work in this project as a evaluation of self.

  • Skills: Problem Solving, Working Together, Communicating Effectively, and Self-Expression.

  • Three Pillars of Play: Exploration, Social Interaction, Combat (Combat in this project is not physical, but conflict).

  • Main Abilities and Skill: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These are the main attributes used to build emotional resilience.

  • Dungeon Master: The Universe :)

  • Exploration= Needs and Goals

  • Social Interaction: How you communicate: Assertive, Aggressive, Passive, or Passive Aggressive. (The project utilises Assertive).

  • Conflict Resolution: Problem identification, Active listening, Negotiation, Agreement.

  • How you interact in your 'play style'. It can be a combination of: Collaborator (work well with others), Soloist (self-reliant), Thrill Seeker (driven by adrenaline), Philanthropist (empathy for others), and Appraiser (Looks for fair exchange).

  • Crits and Miss - How you play an action and respond.

  • Roll with it - Time stop: play the scenarios in our head. Meta gaming: Plan every action. Insight check: Find a motive. Stay ahead.


Character Building

  • Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.

  • Each class has different characteristics. These are in this project as different personality types.

  • This also include different types of armour each class will possess (Crawford, J. et al., 2014)


Dungeon Master

  • Architect (builds the foundation/your presetting - where you were born, to whom, your family life etc. )

  • The Performer (How you deliver - your personality, your quirks etc. What makes you you.)

  • The Manager (Getting together to work towards a common goal. How you manage your circles).

  • The Appraiser ( Assessing and reassessing situations, and adapting to the necessary needs of the situation).


Adventuring

  • Your life is your adventure/campaign.

  • Complications - Obstacles you face.

  • Show Up to the Table - You have to keep playing. Even when you lose, when things don't go your way, keep turning up.

  • Time-Out - Take a moment to think about things when it's not working out. Look at it with a fresh perspective.

  • Fail Up - When things go wrong, accept, learn, move on to be better.

  • No Meta-Gaming - you cannot plan and control everything.

  • Solo - Adventuring - Something have to be done by yourself.

  • Your Adventure Party - The people that you have your back.

  • Downtime - Take a break. A personal day. A 'fuck all Tuesday'.


Kruger, K. (2022) How to be more D&D: Face your dragons, be more adventurous, and live your best geeky life. New York, NY: Running Press.


Crawford, J. et al. (2014) Player's handbook. Renton, WA: Wizards of the Coast LLC.





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