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Unit 5 Instructional Support Guide

Teacher Guide varies

Unit at a Glance

This table provides a comprehensive overview of Unit 5's learning targets, aligned standards, cognitive complexity (DOK), and key assessments:

Unit at a Glance: Learning targets with aligned standards, cognitive complexity levels, and key assessments for Unit 5
Learning Target Standards DOK Key Assessments
Design campaign structures that support multiple story paths W.9-10.3a, W.9-10.4, SL.9-10.4 DOK 2 DOK 3 Campaign Basics Check (5.1a)
Create NPCs with distinct personalities, motivations, and roles W.9-10.3b, W.9-10.3d, RL.9-10.3 DOK 2 DOK 3 NPC Practice (5.2a), NPC Gallery (5.6a)
Design quests that challenge players and advance narrative W.9-10.3a, W.9-10.3c, W.9-10.5 DOK 2 DOK 3 Quest Practice (5.3a), Quest Design Check (5.3b)
Write branching narratives with meaningful choices W.9-10.3a, W.9-10.3d, W.9-10.4, RL.9-10.5 DOK 3 DOK 4 Branching Scenario (5.4a)
Give and receive constructive feedback SL.9-10.1a, SL.9-10.1c, SL.9-10.1d, W.9-10.5 DOK 2 DOK 3 Peer Review (5.4b)
Evaluate AI-generated DM content RI.9-10.8, W.9-10.5, SL.9-10.3 DOK 3 AI DM Evaluation (5.5a)

DOK Distribution Summary

Unit DOK distribution: ~10% DOK 1 (formative checks), ~35% DOK 2 (analysis activities, structured practice), ~40% DOK 3 (assignments, evaluation activities), ~15% DOK 4 (Branching Scenario capstone). This meets the 9–12 grade band targets.

Lesson 5.1: Campaign Basics

Standards and Cognitive Complexity

Standards: W.9-10.3a (engage reader/hook), W.9-10.4 (clear/coherent production), SL.9-10.4 (presentation/structure)

DOK: Lesson instruction DOK 1–2; Campaign Basics Check DOK 2

Where Students May Struggle
Students unfamiliar with D&D campaigns may feel the concept is too abstract.
Strategy: The lesson uses the analogy of a season of a TV show with "episodes" (sessions). This concrete comparison helps. Walk through a specific example: "In Game of Thrones, the overall plot is the War of the Five Kings (campaign), but each episode has its own goals (sessions)."
Confusion between sandbox campaigns and branching narratives.
Strategy: Sandbox = players can go anywhere, do anything (like an open-world video game). Branching = players make meaningful choices that lock them into different narrative paths (like a visual novel). Many campaigns blend both. Provide visual diagrams: sandbox is a wide open field; branching is a tree with distinct branches.
Students may think campaigns must be extremely long or complex.
Strategy: Emphasize the mini-campaign model. A 3-5 session campaign (the unit focus) teaches the fundamentals without overwhelming scope. Quality over length.
Multilingual Learner Supports
Vocabulary - Tier 3 domain terms: campaign, session, NPC, lore, sandbox, railroading, branching narrative. These are foundational D&D vocabulary that appears throughout the unit. Pre-teach with visual anchors: show students a screenshot of a D&D campaign map or actual-play video showing these elements in action.
Vocabulary - Tier 2 academic terms: structure, sequence, objective, challenge, resolution. These appear in most activities. Provide sentence frames that scaffold their use.
Translanguaging: Campaign concepts draw on narrative structure that exists in all storytelling traditions. Encourage students to think about how campaigns function like epic narratives in their home cultures (quest cycles, hero journeys, generational stories). These connections strengthen conceptual understanding.
SEL Facilitation

The Self-Awareness moment asks students to reflect on the kinds of stories they like. Watch for students who worry their preferences aren't "valid" — validate all storytelling preferences. Some students may gravitate toward combat-heavy campaigns; others prefer intrigue or exploration. Both are valid campaign designs.

Pacing Notes

If short on time: Focus on the core campaign structure (hook, acts, climax). Skip the extended sandbox vs. branching discussion for now (students will experience both through practice).

If students need more: Show a 15-minute clip of an actual-play D&D session (Critical Role, Dimension 20, or Brennan Lee Mulligan's D&D video) to contextualize how sessions flow.

Connections Across Unit

Campaign structure provides the framework for all subsequent lessons. Lesson 5.2 (NPCs) and 5.3 (Quests) populate the campaign. Lessons 5.4–5.5 develop specific campaign moments. Lesson 5.6 prepares students to run a campaign they've designed.

Lesson 5.2: Creating Memorable NPCs

Standards and Cognitive Complexity

Standards: W.9-10.3b (develop characters), W.9-10.3d (use language to convey character), RL.9-10.3 (analyze character motivation)

DOK: Lesson DOK 2; NPC Practice DOK 2–3; Check DOK 2

Where Students May Struggle
Students defaulting to stereotypical NPC designs (the wise old mentor, the helpful shopkeeper with no personality).
Strategy: The "Anti-Stereotype Guide" section explicitly addresses this. Push students to identify what makes their NPC UNIQUE. Ask: "If I removed the costume and the job, who is this person? What do they want that has nothing to do with helping the players?" The most memorable NPCs have goals beyond serving the player characters.
Students struggling with the "Secret" element of NPC design.
Strategy: A secret isn't necessarily dramatic. It's just something the NPC hasn't told the players. It could be as simple as: "The blacksmith is secretly a retired adventurer" or "The merchant is afraid of horses." Secrets create depth because they suggest an inner life beyond what's immediately visible.
Over-complication: students trying to create elaborate backstories instead of focused, playable NPCs.
Strategy: The Quick NPC Method provides a structured scaffold. Emphasize: the method is COMPLETE. One appearance, one voice, one goal, one secret — that's enough to make an NPC memorable. Students can expand later if the campaign grows.
Multilingual Learner Supports
Vocabulary - Tier 3: NPC, motivation, personality, archetype, voice. These terms are discipline-specific to D&D and creative writing. Provide visual examples (character sheets, clips of actual-play NPCs) alongside definitions.
Vocabulary - Tier 2: motivation, personality, distinct, role. These abstract character-analysis terms benefit from concrete examples. Show how two characters can have the same job (shopkeeper) but completely different personalities.
Translanguaging and Cultural Richness: NPC creation is an ideal moment to encourage students to draw from cultural storytelling traditions. What character archetypes are common in stories from their heritage? Students may create NPCs inspired by specific cultural figures, folklore characters, or family stories. This elevates beyond Western fantasy stereotypes and grounds the work in students' authentic knowledge.
Sentence frames: The activity page includes frames for describing personality ("This NPC is..."), motivation ("What they want is..."), and voice ("They might say..."). These are critical scaffolds for students building character descriptions.
SEL Facilitation

The Social-Awareness component of this lesson asks students to consider how NPCs experience the world differently based on their backgrounds. This creates an opening to discuss representation and stereotyping without feeling preachy. Some students may create NPCs that reflect their own identities; others may stretch into unfamiliar perspectives. Both are valuable.

Pacing Notes

If short on time: Have students complete only the Quick NPC Method (one NPC) rather than creating three for the Practice activity. They'll create more during the Unit.

If extending: Ask students to create a "matching" scenario: given a quest, which NPC would lead the player to it? This bridges to Lesson 5.3.

Connections Across Unit

NPCs connect directly to quests (5.3) — NPCs give quests, reward players, create obstacles. NPCs populate branching scenarios (5.4). The NPC Gallery (5.6) is a formative collection that shows growth across the unit. All campaign sessions (5.1 and 5.6) rely on memorable NPCs.

Lesson 5.3: Designing Quests

Standards and Cognitive Complexity

Standards: W.9-10.3a (hook/engaging narrative), W.9-10.3c (sequence/pacing), W.9-10.5 (revise for clarity/purpose)

DOK: Lesson DOK 2; Quest Practice DOK 2–3; Quest Design Check DOK 3

Where Students May Struggle
Students writing generic quests with no real stakes ("Find the sword. Bring it back.").
Strategy: The Five-Part Quest Structure includes a "Twist" element specifically to combat this. Push students: What could go wrong? What do the players risk? A quest with no stakes is just a fetch task. The twist should make the quest interesting. Example: "Find the sword" becomes "Find the sword, but the previous owner wants it back, and they're not friendly."
Difficulty with the Meaningful Choice Test criteria.
Strategy: The test is simple: Do both outcomes matter? Can students articulate why a choice matters? If a player chooses Path A, does Path B still exist in the story? This is surprisingly difficult. Model the test with a sample quest. Walk through why a choice is meaningful or not.
Students creating quests that are too simple or too railroaded.
Strategy: Railroading happens when there's only one "correct" way forward. If players must recover the amulet, and the only way is to enter the dungeon on the western path, that's railroading. Good quests have multiple solutions: steal, negotiate, find an alternate entrance. The Five-Part Structure (especially Complications) encourages this thinking.
Multilingual Learner Supports
Vocabulary - Tier 3: quest, objective, complication, twist, stakes, meaningful choice. These terms are central to quest design. Provide visual scaffolds: flowcharts showing how quests branch, examples of stakes in different contexts.
Vocabulary - Tier 2: challenge, consequence, alternative, solution, tension. These abstract concepts appear in the Meaningful Choice Test and quest analysis.
Sentence frames: The activity pages include frames for stating quest objectives ("The players' main goal is..."), complications ("But they also must..."), and consequences ("If they fail..."). These structure analytical and creative writing.
Translanguaging: Quest narratives reflect storytelling traditions across cultures. Students familiar with epic narratives (Norse sagas, African griots, Indigenous oral traditions, Asian legends) can recognize quest structures in their heritage stories. Encourage students to use this knowledge to design culturally resonant quests.
SEL Facilitation

The Self-Awareness moment asks students to reflect on what kinds of challenges appeal to them. Some students are motivated by combat; others by puzzles, moral dilemmas, or exploration. Validate these diverse preferences. The quest design should reflect what actually engages the player group, not just the DM's preference.

Pacing Notes

If short on time: Focus on one complete quest using the Five-Part Structure rather than requiring multiple drafts. Quality over quantity.

If extending: Have students design a quest chain where completing one quest opens access to another. This shows how quests connect in a larger campaign.

Connections Across Unit

Quests are core campaign content (5.1 provides structure; 5.3 populates it). Quest-giving NPCs (5.2) deliver quests (5.3). Branching scenarios (5.4) are advanced quests with multiple paths. Quests are tested in the mini-campaign (5.6).

Lesson 5.4: Branching Narratives & Peer Review

Standards and Cognitive Complexity

Standards: W.9-10.3a–d (narrative craft across both branches), W.9-10.4 (clear/coherent production), RL.9-10.5 (plot structure/choices), SL.9-10.1a, 1c, 1d (collaborative discussion/feedback)

DOK: Branching Scenario DOK 3 DOK 4 ; Peer Review DOK 2 DOK 3

Where Students May Struggle
Making both branches equally compelling (students often favor one path over another).
Strategy: This is genuinely hard. The instruction explicitly addresses it: each branch should feel like a complete, satisfying story. One way to check: can you imagine a player choosing either branch and feeling satisfied with their choice? If one branch feels "punished" or "lesser," it's not working. Ask students: "Would you want to play Branch B if you didn't play Branch A?" If the answer is no, the branch needs work.
Artificial or forced narrative consequences ("You chose wrong, so now bad things happen").
Strategy: Choices should lead to different narratives, not "good" and "bad" outcomes. A spy scenario with two branches: help the assassin (dangerous, but potentially rewarding) or stop them (risky, but morally clear). Both paths should have costs and benefits. The best branching scenarios make players feel the weight of their choice, not regret it.
Peer feedback that's too vague or not specific enough to revision.
Strategy: The TAG protocol (Tell/Ask/Give) provides structure, but students may still write vague comments. Model specific feedback: instead of "I liked the twist," try "The reveal that the NPC was the villain surprised me because you only hinted at it twice. Can you add one more hint in the first branch?" Redirect students toward specific textual references.
Multilingual Learner Supports
Vocabulary - Tier 3: branching, consequence, meaningful choice, narrative path, resolution. These are central to the lesson. Visual flowcharts showing how branching works are essential scaffolds.
Vocabulary - Tier 2: analyze, evaluate, compare, alternative, decision. These analytical terms scaffold peer review and self-reflection.
Sentence frames for peer review: The activity includes frames like "I understood the choice to be about...", "I would choose ____ because...", "One thing that surprised me was...". These are critical for ML students engaging in written feedback.
Translanguaging: Peer review can be challenging in English for ML students. Consider allowing peer review conversations to happen in students' home language, with final written feedback in English (or vice versa). This can actually improve the quality of feedback by removing language barriers to critical thinking.
SEL Facilitation

Peer review requires Responsible Decision-Making and Relationship Skills. Students must give honest feedback without being hurtful. Watch for students who are defensive about feedback or who give only praise to avoid conflict. Create a classroom norm: "Feedback is a gift. The goal is to help each other make stronger work." Model receiving feedback gracefully: "Thank you for pointing that out. That's something I'll revise."

Pacing Notes

If short on time: Assign peer review asynchronously on the LMS rather than in real-time discussion. This allows more thoughtful feedback and works better for online asynchronous courses.

If extending: Have students revise their branching scenarios based on peer feedback and resubmit. This models the real writing process.

Connections Across Unit

Branching scenarios are advanced applications of quest design (5.3) combined with narrative choice (5.1). Peer review connects to earlier peer review work in Unit 1 and Unit 4. The branching scenario serves as a capstone for campaign design before the final unit project (5.6).

Lesson 5.5: Evaluating AI-Generated DM Content

Standards and Cognitive Complexity

Standards: RI.9-10.8 (evaluate reasoning/claims), W.9-10.5 (develop writing through revision/feedback), SL.9-10.3 (evaluate information/credibility/bias)

DOK: DOK 3 (analyzing, evaluating, comparing)

Where Students May Struggle
Students may initially think AI-generated content is "good enough" and question why human creativity matters.
Strategy: Don't argue against this position. Instead, use the evaluation framework to help students discover why human-created content is different. The AI NPC Prompt Evaluation asks them to compare AI and student versions directly. Let the analysis do the work. Some students may legitimately feel AI is equivalent — that's honest critical engagement, and discussing what "good enough" means for different purposes is valuable.
Difficulty articulating specific quality differences between AI and human-created content.
Strategy: The evaluation rubric prompts students to look for specificity, originality, and cultural resonance. Help students move from vague judgments ("AI is boring") to specific observations: "The AI version uses generic descriptors (mysterious, ancient, powerful). The student version uses specific details that only this NPC would have." This analytical move is transferable to all critical thinking.
Some students may feel insecure about their own writing compared to AI.
Strategy: Reframe the comparison as a learning tool, not a competitive evaluation. The point is for students to understand their own creative strengths. AI is a tool; human creativity is irreplaceable. Celebrate the specific choices students made that AI couldn't generate.
Multilingual Learner Supports
Vocabulary - Tier 3: AI, generated, prompt, algorithm. These terms are increasingly important to discuss. Define them clearly and discuss critically.
Vocabulary - Tier 2: evaluate, analyze, compare, specific, generic, authentic, originality. These abstract terms scaffold the evaluation activity. Provide concrete examples of what "specific" vs. "generic" looks like in NPC design.
Sentence frames: The activity includes frames for comparative analysis: "The AI version... The student version... The difference is important because...". These help structure critical thinking across languages.
SEL Facilitation

This lesson touches on Self-Awareness and Responsible Decision-Making. Students are reflecting on the role of AI in their own work and thinking ethically about when and how to use it. Some students may have used AI in previous assignments. This is a moment to discuss responsible use, not shame students. The conversation is about understanding the tool's limitations and maintaining human creativity as the core of this course.

Pacing Notes

If short on time: Focus on the NPC evaluation activity. Skip the extended discussion of AI bias and limitations (though these are valuable).

If extending: Have students generate a DM encounter using an AI tool, then evaluate and revise it. This provides hands-on experience with AI as a tool vs. solution.

Connections Across Unit

This lesson connects to AI evaluation work in Unit 1 and Unit 4, building students' critical thinking about AI-generated content across the course. It connects forward to Lesson 5.6, where students will run a campaign they designed themselves (not AI-generated).

Lesson 5.6: Running Your Campaign (Mini-Campaign Playtest & Reflection)

Standards and Cognitive Complexity

Standards: SL.9-10.4 (organize/present information), W.9-10.5 (revise/refine writing), SL.9-10.6 (use appropriate register/language)

DOK: Campaign Planning DOK 2–3; Campaign Execution DOK 3 ; Reflection DOK 2 DOK 3

Where Students May Struggle
Over-preparing (scripting 100% of the campaign) vs. under-preparing (winging it with no structure).
Strategy: The The DM Prep Checklist walks students through essential prep without overwhelming them. The goal is: enough structure to guide the session, enough flexibility to respond to players. Model this explicitly. Show students what "prepared but flexible" looks like. A good DM has prepared hooks, NPCs, encounters, and consequences — but remains ready to improvise when players go off-script.
Unrealistic time estimates for play sessions.
Strategy: A single D&D session typically runs 3–4 hours. A quest might take 1–3 sessions. For this unit, students are likely designing 1–2 sessions max. Be explicit about scope. A "mini-campaign" in this context means a single story arc playable in 2–3 hours of actual play, not a sprawling 20-session epic.
Difficulty improvising when players do something unexpected.
Strategy: This is a core DM skill that takes practice. The prep work (knowing the NPCs, the quest objective, the stakes) gives students a foundation to improvise from. Encourage students: "Your job isn't to force players back on script. Your job is to make their choices matter." If players choose an unexpected path, ask: "How does this serve the story's stakes?" and respond accordingly.
Multilingual Learner Supports
Vocabulary - Tier 3: DM (Dungeon Master), prep, improvise, session, encounter, NPC management. These are practical D&D vocabulary. Provide visual examples (photos of actual-play setups, clips of DMs preparing for sessions) alongside definitions.
Vocabulary - Tier 2: organize, manage, respond, adapt, facilitate, guide. These abstract terms scaffold the leadership/facilitation skills involved in being a DM.
Sentence frames for reflection: The reflection prompts include frames like "My DM strengths were...", "If I run this again, I would change...", "My players responded to ___ by...". These structure reflective writing.
Translanguaging: Some students may feel more comfortable running their campaign in their home language if they're playing with friends/family who share that language. This is perfectly valid. Encourage students to do what feels natural. The reflection can still be in English.
SEL Facilitation

Running a campaign requires multiple SEL competencies: Self-Awareness (reflecting on their strengths as a facilitator), Self-Management (managing anxiety about "doing it right"), Social Awareness (reading the room, understanding what players want), and Relationship Skills (keeping the group engaged and safe). This lesson is an application of SEL in action. Normalize anxiety ("This is new, so feeling nervous makes sense") and emphasize that mistakes are learning opportunities.

Pacing Notes

If short on time: Have students prepare and "run" a single session with one focus quest rather than a full campaign. Clarity of execution matters more than length.

If extending: Have students conduct a post-campaign debrief with their players. Ask players what they enjoyed most and what surprised them. This provides valuable feedback for future campaigns.

Connections Across Unit

This is the capstone lesson that integrates all previous unit learning: campaign structure (5.1), NPCs (5.2), quests (5.3), branching narratives (5.4), and critical evaluation (5.5). Running the campaign demonstrates mastery of the unit's learning targets. The reflection connects back to the course's broader SEL and creative writing goals.

Differentiation Strategies

Enrichment

Students who demonstrate mastery can:

  • Design a mini-campaign connecting multiple quests in a coherent narrative arc
  • Create a campaign "pitch document" that could interest other players (market the campaign)
  • Write a three-way branching scenario instead of two-way, or add sub-branches to one path
  • Design NPCs with conflicting motivations that create dramatic tension (e.g., two quest-givers with opposing goals)
  • Create a session "debrief" document that shows how to adapt the campaign based on player choices

Support

Students needing additional scaffolding can:

  • Use graphic organizers for quest design and NPC creation (provided as templates)
  • Reduce word count expectations by 25% while maintaining craft quality (e.g., a quest description of 150 words instead of 200)
  • Work with a simplified Five-Part Quest Structure (remove the "Twist" element if that feels overwhelming)
  • Create NPCs one at a time with detailed feedback before moving to the next
  • Submit audio recordings or video demos of campaign prep instead of written documents (where applicable)
  • Have extended time for the branching scenario (allow submission 1-2 days after the deadline)

Challenge

Advanced students can:

  • Write multiple branching scenarios that interconnect (three quests that create a campaign with 6+ possible outcomes)
  • Design NPCs with complex moral ambiguity (neither purely good nor evil, making them challenging to work with)
  • Create a "Meaningful Choice Test" rubric for evaluating other students' branching scenarios
  • Run a campaign session for a larger group (6+ players) and manage multiple character arcs simultaneously
  • Design a campaign with hidden information that players must discover (mystery/investigation campaign structure)

Assessment Guidance

Grading the Branching Scenario (5.4a)

This is the major assignment demonstrating learning target mastery. Grade for two primary dimensions:

  • Creative Craft: Using the provided rubric, assess narrative quality, character development, sensory details, and writing mechanics. Both branches should demonstrate comparable craft quality.
  • Application of Meaningful Choice Test: Can you clearly identify the choice point? Do both outcomes feel like complete, coherent narratives? Are there consequences for each path? Students who articulate why their choices matter (in reflection or notes) demonstrate deeper understanding.

A '3' (Proficient) represents a branching scenario with clear choice, two distinct paths, and comparable craft quality in both. A '4' (Exemplary) represents a scenario that surprises the reader with unexpected choices, NPCs that feel genuinely motivated, and consequences that feel organic to the narrative.

Grading the NPC Gallery (5.6a) — Growth Model

Grade this collection looking for GROWTH across the unit. The first NPCs (created in Lesson 5.2) may be simpler; later NPCs (from Lessons 5.3–5.4) should show increasing sophistication. Look for:

  • Tier 1 NPCs: Simple but effective (clear personality, one goal, playable)
  • Tier 2 NPCs: More complex (multiple motivations, interesting secrets, nuanced voice)
  • Tier 3 NPCs: Depth and surprise (unexpected complexity, cultural specificity, dramatic tension)

A student who starts simple and progresses to complexity deserves credit for growth, even if the Tier 3 NPC isn't perfect. This is a portfolio assessment, not a single-performance assessment.

Grading the Campaign Reflection & Play Report (5.6)

Grade this on depth of reflection and evidence of learning from experience, not on whether the campaign was "perfect."

  • Does the student articulate what went well and what they'd change?
  • Do they demonstrate understanding of how player choices led to different outcomes?
  • Can they explain what they learned about DM skills, campaign design, or storytelling?
  • Do they show growth from the beginning of the unit to the end?

A student who had a challenging campaign but reflects deeply on the experience demonstrates stronger learning than a student with a smooth campaign and superficial reflection.

Quick Checks and Formative Assessments (5.1a, 5.2a, 5.3a–b, 5.5a)

These shorter assessments are designed to check understanding and provide feedback before major assignments. Grade on:

  • Clarity of thinking (not perfection)
  • Application of the lesson's key concept
  • Evidence of effort and engagement

Use feedback to direct students toward revision or review before they tackle the major assignment. If multiple students struggle with the Meaningful Choice Test on 5.3a, re-teach that concept before assigning 5.3b or 5.4a.

Technology Troubleshooting

Peer Review Setup

For asynchronous online courses, proper setup is critical. Students should only see their assigned peer's work. Use your LMS peer review tool (Canvas Peer Review, Blackboard Assignment Groups) to ensure privacy and prevent students from viewing all submissions. If your LMS doesn't have a built-in peer review tool, use individual discussion boards or Google Docs with restricted sharing.

Audio Recording Alternatives

Some students may prefer recording their campaign session or a reflection audio instead of writing. Recommend free tools:

  • Vocaroo: Simple browser-based voice recording (vocaroo.com)
  • Smartphone voice memo: Most students have this built-in; they can email or upload
  • Loom: Screen recording with audio (useful for showing campaign prep documents while speaking)

Establish clear expectations for audio submissions: audio should be as thoughtful and complete as written work. Vague rambling doesn't replace careful writing; audio should still show evidence of planning and reflection.

Collaborative Campaign Play in Online Asynchronous Courses

A key challenge: students are playing campaigns asynchronously, not synchronously. Options:

  • Play with friends/family: Students record a session with people they know (parents, siblings, friends). This is the easiest option for asynchronous.
  • Play with classmates in real time: Students coordinate a Zoom/Discord session outside of course time. Provide optional scheduling guidelines but don't require it.
  • Solo playthrough or narrative demo: Students narrate a hypothetical session or key moments as a way to demonstrate their campaign. This is less interactive but still valid.
  • Recorded scripted play: Some students may script out key moments and record audio, like an actual-play podcast. This requires clear instructions but shows deep engagement.

Be flexible. The goal is for students to run the campaign they designed and reflect on what they learned. The format of play can vary.

File Submission Best Practices

Recommend submission formats:

  • Google Docs (easy to comment and give feedback)
  • PDF (preserves formatting, harder to plagiarize)
  • Word documents (.docx) only as last resort (compatibility issues)

For graphic elements (maps, NPC character sheets with images), Google Drawings or Canva are more accessible than Adobe tools. Provide links to free or school-licensed versions.