- The game could be modeled after a scavenger hunt, with a set path with clues taking players to the next clue, requiring teamwork and problem-solving. For example, the players could be sent on a scavenger hunt based on a leaked pirate’s map that leads to the treasure, which must be retrieved before the evil pirates do. This creates fun via fellowship, challenge, and narrative.
- The scenario could be an art heist, where players must prevent art thieves from stealing a piece of valuable art. The game could be set in a physical space on campus, like the Cantor Center, the Rodin Sculpture Garden or the Anderson Collection. This would ground the game in a particular space, which allows players to better visualize themselves within the fantasy narrative. This creates fun via narrative and fellowship.
- The game could incorporate a set time limit as a focus, which would include an additional challenge of racing against time, which would heighten the stakes and increase suspense. This creates fun via challenge.