by Ted Shaffner
3.0 stars - 2 reviews
range from 0 to 5
Must open up to someone and learn to trust him/her,
basically learning to get along with others and not try to
start conflicts with everyone...dont know how this could
actually be done, but...
decide to give up powers for
compassion, but then get them
The trial should have something to do with cherishing
their newly acquired/acknowledged powers but being
able to accept their role in society. The end of the
movie is about knowing when to use your special
abilities, and when to conceal them.
Give them some sort of power, like the ability to help another team. Solve a riddle.
If they get it right, they can use the clue to go ahead, or they can use the clue to
help another team behind (spiderman can choose his own life or a life dedicated to
helping people?) Riddle: A senior's day starts and ends with her smile, find this
goddess, say namastay, and stay awhile. when they find Julie Miller, she will give
them their choice of continuing, or letting another team move on and them getting
another clue that prolongs them.
If they choose this, here's what
they get a letter that sends them back to
the same spot, until they do the right
Regardless, it needs to something that can change the way they
go about their day (spiderman), be used against them
(ironman), used for personal gain (wolverine), can harm others
if line is crossed/abused (batman), can blend back in
If they decide to go on their way
Brainstorming possible abilities: Can turn off the lights in
any classroom without penalty, can sit on the floor in any
class, can park in any spot in the morning, can cut any line,
If they choose this, here's what
They get a note that says 'prize'. on the
inside it says 'if you expected to receive
something for your actions, you have been
deceived. kindness does not have to be
repaid. but you feel better, don't you?'.
the team that is helped out will get a note
saying to hug each member of the team
that helped them.
if they decide to help the
I like the idea that no choice you pick is the "right" one. We
need to put them in a situation where they are beyond even
finding out what's "less wrong" and really just doing something
that has no clear moral value whatsoever, but with choices that
seem on the surface as easy right and wrongs. It may be a tad
difficult to judge which path is the right one, however...
Teams could be put in a position in which they must sacrifice a
teammate in order for the rest of the group to succeed. Of course,
members sacrificed will ultimately reap the same reward as those who
continue through journey to the end (but they don't know that). For
example, if each member is given a ring at the beginning of the journey
(rings = powers), then the carrier of the red ring and the carrier of the
blue ring will die in ten minutes. Only one can be saved. Who will it
two teams. one must pick status as "evil" and one as"good". Clues for both
the "evil"; team and "good" team are marked "FAIL"; because life isn't pure
good or evil. If both teams, "evil" and "good" together ask for the clue, then
they pass the challenge smoothly.
All things considered, I think it will be very difficult to model a task off of the Dark
Knight and also to involve a Batman power, especially since Batman has no power
but intelligence and the rare outburst of something other than vengeance. So, I
think we may just want to operate within the realm of moral dilemmas in general,
and not allowing the desire for success block the path to success. We should give
each team a clue, saying "This card contains the other team's clue, and their card
contains yours. DO NOT let this card fall into their hands, especially since you just
gained the clue to lead you to the better prize." Then one card says something
like "Water fountains are the key to success. What you are looking for is in SAC"
and the other says "2. That is where you need to go. Find the nearest water
fountain." One team will go to the water fountain in SAC, and one should go to
the water fountain nearest to room 2. They both have cards signifying a dead
end. But, if they cooperate, and disobey the DO NOT, they get the whole
message, they go to SAC 2, and find the right message there.
Also there should be some sort of talk in the
beginning about keeping your team's clues and
adventures top secret, or else it might ruin the
game for everyone. That way they will
definitely be breaking a rule of the game and
the DO NOT on the card.
master of two worlds
Must sacrifice someone/something he loves for the
good of all (like how Wolverine killed Jean Grey at
the end of X3 to stop her from blowing everyone
wef we fuyv wef
Given a choice that would appear to be the best decision for the welfare of
their team at the time. This would ultimately be the wrong decision and
would lead to some kind of bad consequence. (Similar to how Tony Stark
thinks he is doing good by supplying weapons, but then finds out he is
wrong when they are being used by terrorists.)
Remember from Princess Mononoke: Your power
is what will kill you - I think that could be
heavily stressed in the Iron Man leg of the
Given a choice that would appear to be
tougher and be more difficult than the
other to accomplish, but would ultimately
be more satisfying and be quicker than
the other. Perhaps if a team chose the
other clue, they would have to back track
and come back to this clue.
The Middle way: All the challenges/powers the have
gotten to use so far need to be alluded to. We
need to test if they will use them in excess, use
them at all, or use them in MODERATION.