At SUNY Fredonia's Reed Library, we have been actively participating in the campus New Student Orientation activities for years, striving to make this annual event a memorable and engaging experience for our incoming students.
Over time, our orientation efforts have evolved from more traditional library instruction sessions and introductions to innovative activities that cater to the changing interests and needs of our students. From vibrant carnivals that introduced students to our resources in a festive atmosphere to adaptable walk-through activities designed to encourage exploration of our spaces safely during the challenges of the COVID-19 pandemic, we've continuously sought new ways to connect with our students.
It was in this "post-pandemic" context that we realized the necessity and importance of overhauling our orientation activities. Our aim was to create an experience that not only introduces students to our library's resources but also fosters a sense of community through shared interests and enthusiasm. This objective held even greater importance considering that many of the students in this cohort experienced social distancing during their formative high school years. The campus-wide new student orientation activities have always served as an opportunity for student friendships to be established. One of our goals was to build upon these budding friendships while also getting students into our spaces.
We've observed a growing fascination with Dungeons & Dragons (D&D) among a new generation of young adults. This enthusiasm is partly driven by influences like the popular series 'Stranger Things' and the highly anticipated video game 'Baldur's Gate.' It's evident that roleplaying games, such as D&D, continue to ignite the imaginations of many.
Embracing this surge of interest, we chose to center our orientation activities around the theme of D&D. By infusing roleplaying and adventure into our orientation, our goal was to breathe new life into one of our most cherished and student-focused events of the year. We aimed to provide students with an immersive and enjoyable introduction to our library's resources, services, and spaces.
"Original Dungeons and Dragons Basic Rule Book - 1981 - Plus 2 Dugeon Modules" by Jennie Ivins is licensed under CC BY-NC-SA 2.0.
Students were organized into adventuring parties, typically consisting of five to ten students per group. By the end of the activities, we had students, quite literally, skipping arm-in-arm throughout the library. At one point they were even recreating the opening scene of "Monty Python and the Holy Grail" where King Arthur is "riding" toward the castle. Their energy was incredible -- we gave that group extra raffle tickets.
Participants were organized into teams of 5-10 students, each tasked with completing a variety of quests within the library. Each team received a map and quest sheet, which they had to fill with gems earned from completing these quests.
We featured two main quest types: encounters and knowledge-checks:
Encounter
An encounter is a fun moment where a team of adventurers faces off against a formidable foe. This marks the start of an exciting roleplaying moment, taking the activity beyond a typical library "scavenger hunt."
Here's how it works:
Declaration: As the monster, one of your workers announces the encounter to the adventuring party, signaling that it's time for a battle.
Dice Rolls: A few brave team members are asked to take a d20 (a twenty-sided die). The monster [staff member] takes one for themselves and provides three to the adventurers (more if you have additional dice available). You all find a flat surface to roll the dice.
Monster's Hidden HP: The monster secretly knows its own Hit Points (HP), which represent how tough it is to defeat. However, the exact number is kept confidential. For each successful action roll, the monster docks its HP roughly half the rolled number. It should be relatively easy for the adventurers to beat, emphasizing creativity and imagination over precise math.
Actions and Rolling: Adventurers take turns stating their actions and rolling their d20s one at a time. Rolls of 1-10 indicate a failed action, while rolls of 11-20 signify a successful action. If an adventurer rolls a 1, it's a CRITICAL FAIL with a lighthearted consequence, and a roll of 20 brings a CRITICAL HIT and potential rewards.
Outcome: The encounter continues until the monster's HP is depleted or an automatic win condition occurs (e.g., an adventurer rolls a 20 and "crits"). When the monster's HP reaches zero, the adventuring party emerges victorious and is provided with a gem for their quest sheet, allowing them to continue their adventure.
Knowledge Checks
"Knowledge checks" are captivating quests challenging participants with riddles, puzzles, and other activities throughout the library. These quests test adventurers' wit and wisdom, offering a diverse range of exercises that engage critical thinking and problem-solving skills. They add a dynamic element to the library adventure, encouraging the exploration of library resources and promoting teamwork, creativity, and intellectual curiosity.
We strove to balance the number of encounters and knowledge checks listed on the quest sheets. Once their quest sheets are filled with gems, participants can proceed to the final checkpoint. Here, they present their sheets to the final 'boss librarian,' who verifies successful quest completion. If they pass this challenge, they gain access to the festival area and are given a raffle ticket to place in one of the designated prize vessels, marking the culmination of their adventure. 💎
As you explore this toolkit, you'll find a ✨treasure trove✨ of resources, including planning documents, signage inspiration, quest descriptions, and more, all curated in such a way as to help you organize your own D&D-themed library orientation. Welcome to a unique journey of discovery, collaboration, and imagination.
Your adventure begins here!
📜