Rather than inventing a challenge, ask a group to find a genuine problem in their own school or neighbourhood, something they could actually help fix, and set them loose to solve it together. Solve It For Real is the natural next step once a group has had plenty of practice with imagined challenges.
Why this helps
Every other game on this list uses an invented scenario, which is genuinely useful but has an obvious ceiling: a made-up problem has no real stakes once the game ends. A real problem, something a group actually cares about in their own community, gives the same cooperative problem-solving practice a far more meaningful, motivating purpose, and often produces a tangible result worth being proud of.
What you need
Nothing but a willingness to let a group identify and pursue a genuine issue. Whatever materials or support the chosen problem ends up requiring.
How to play
Set the parameters first, a time limit, a rough budget or materials cap, and any physical boundaries on what’s realistically achievable. Then ask the group an open question: what’s a real problem in our school or neighbourhood that we could actually help improve?
Let the group discuss and settle on a problem themselves, something littered, something disorganised, something genuinely inconveniencing people nearby, and support them in researching it, planning a response, and following through, with as much independence as the group’s age and experience can reasonably handle.
Why staying hands-off matters here
The instinct to guide a group toward a “good,” manageable problem can be strong, but the real value of this activity comes from letting the group do that identification and planning themselves, including making the kind of early mistakes that come from picking a problem that turns out to be harder than expected. That genuine ownership, problem and solution both chosen and driven by the group, is what separates this from every more structured, invented challenge that came before it.
A natural progression
This works especially well as a capstone activity after a group has had real practice with the earlier, invented challenges, since the underlying skills, communication, planning, compromise, division of labour, are exactly the same ones those games were quietly building toward all along. A group that’s worked through several invented crises together tends to handle a genuine problem with noticeably more confidence and structure than one encountering this kind of open-ended challenge for the first time.
A real problem, genuinely chosen and pursued by the group itself, turns every skill practised in an invented scenario into something with an actual, lasting result, which is exactly the kind of payoff that makes the whole string of games worth playing in the first place.








