Mapping the Story

So this is my first draft of mapping my story. I need to go back and write out all the narrative components, but I think I have it organized in a way that will allow various outcomes based on decisions. 
My next steps are to go back and fill in story details, develop the character of the Barren Beast a bit more, and flesh out some of the places that need the story to drive the decision. This is where the fun begins! 

Learning objective: Given the real—world design challenge of redesigning a failed pollinator garden, students apply garden ecosystem knowledge and solve garden challenges to create a thriving pollinator garden, demonstrating choices and decisions that result in a thriving garden.

Decisions along the way include: 
1. Deciding between native vs. non-native plants along with a water source for pollinators -- all impacted by the climactic challenge of drought. 
2. Deciding to fix the structure of the garden to avoid issues with erosion. 
3. Deciding to manually weed or use herbicide and the effects of those choices later. 
4. Deciding to make a plan for garden maintenance, again impacted by the Barren Beast challenges. 

All the choices end up somewhere, including a dead garden and an opportunity to start over. If one stays on course with helpful decisions, there are four alternate endings, each impacted by the various decisions made earlier in the game. When I write out all the components in Twine, I plan to include "help" when decisions are made that might prove tricky. The end goal is a thriving garden - there is only one path that would get them to that resolution. However, there are three alternate endings - none of which are a failing garden. The only time there are fails are when they give up or take all kinds of shortcuts for the garden that end up in failure. 

 

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