Camp TLC SQUAD / Trail Guide Decisions

Trail Guide Decisions

Practice decision-making, teamwork, values, and peer pressure responses through a camp trail metaphor.

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A good trail guide does not need the loudest voice or the perfect answer. A good trail guide pauses, notices what matters, and helps the group choose the next safe step.

This is a camp-style decision game. Campers work in teams, draw trail scenario cards, choose a path, and explain the decision using values, consequences, and group safety.

Why This Session Works

Core message: Good decisions usually come from noticing the situation, naming what matters, considering consequences, and choosing the next right step.

Connection to decision-making

At 14 and 15, decisions often happen fast: group chats, peer pressure, teasing, being left out, trying something risky, joining in, speaking up, or walking away. This activity lets campers practice those decisions without putting their own stories on the spot.

Youth development move: Many camp problems begin as small decisions: whether to join a joke, leave someone out, push past a safety rule, or follow the loudest person. This session gives campers a shared decision tool before those moments happen.

Pitch to Fellow Counselors

"Trail Guide Decisions is a decision-making game, not a lecture."

"Campers will get realistic, age-appropriate scenarios and decide which path the group should take. The point is not to find a perfect answer. The point is to practice slowing down, noticing consequences, and making a choice that protects people and matches their values."

"This gives us a way to talk about peer pressure, safety, inclusion, and leadership while still feeling like camp."

Group Plan: 6 Counselors / 10 Kids

3 groups: two groups of 3 campers, one group of 4 campers. 2 counselors per group, ideally one male and one female per group when possible.

Group Campers Counselors Why
Group 1 2 girls, 1 boy 1 female, 1 male Small group for quick decision rounds and role rotation.
Group 2 2 girls, 1 boy 1 female, 1 male Small group for balanced discussion and executive-function support.
Group 3 2 girls, 2 boys 1 female, 1 male Slightly larger group with enough adult support for inclusion and pacing.
Adult team roles
  • Lead Facilitator

    Explains the game, holds safety boundaries, and leads the debrief.

  • Materials Lead

    Handles cards, maps, markers, and cleanup.

  • Float Counselor

    Supports groups that get stuck, rushed, or dominated by one camper.

  • Tone Watcher

    Redirects teasing, unsafe advice, or pressure to pick risky paths.

  • Timekeeper

    Calls time for each round and keeps the session moving.

  • Accessibility Support

    Checks reach, seating, visuals, movement options, and pacing.

Safety guardrail: This is a decision-making simulation, not an actual hiking or ropes activity. Do not add physical risk, running, blindfolds, timed pressure challenges, or real dares. Keep the activity at tables or in a calm marked space. Talk about friendship patterns, not specific people.

Safety Checklist

Core rule: Every path must protect people first. Funny answers are fine only if they do not mock, exclude, or create unsafe pressure.

Setup Walkthrough

This is what should be prepared before campers arrive.

Best prep: 45–60 minutes before session
Group kit checklist
Room setup: 20 minutes
  1. 0–5
    Safety scan

    Check space, exits, surfaces, cords, obstacles, heat, lighting, and noise.

  2. 5–8
    Table layout

    Set one group kit at each table. Leave room for mobility devices and easy turns.

  3. 8–11
    Post visuals

    Post the decision steps and sample map where everyone can see them.

  4. 11–14
    Limit choices

    Start each group with three scenarios, three path cards, and six value cards.

  5. 14–17
    Assign adults

    Confirm lead, materials, floater, tone watcher, and timekeeper.

  6. 17–20
    Final check

    Timer ready, roster ready, cleanup plan ready.

No-Prep Fallback

If you did not prepare in advance, run the simplified version.

Tradeoff: The no-prep version works, but it gives less executive-function support. Counselors must keep the choices visible and simple.

What you need

20-minute no-prep version

  1. 0–3
    Frame

    "A good trail guide helps the group choose the next safe step."

  2. 3–8
    Pick a scenario

    Use one made-up camp situation.

  3. 8–13
    Choose a path

    Pick Safe Path, Brave Path, or Risky Path and explain why.

  4. 13–18
    Build response

    Name one value, one consequence, and one next step.

  5. 18–20
    Share

    One scenario, one path, one next step.

Opening Script

"This activity is called Trail Guide Decisions."

"You are not being tested. There is not always one perfect answer. Your job is to help your group choose a path that protects people and matches your values."

"You will get camp-style scenarios, choose a path, name what matters, and explain the next step."

"The rules are simple: no real names, no dares, no unsafe advice, no roasting, and no choosing a risky path just because it is funny."

45-Minute Session

Use the timer if helpful. It saves nothing outside this device.

Facilitation Timer
45:00

Use this as a rough guide, not a rigid rule.

  1. 0–5
    Roll call + frame

    Read names aloud. Explain the trail guide metaphor and safety rule.

  2. 5–10
    Compass Values

    Groups choose three values that should guide decisions.

  3. 10–20
    Decision Round 1

    Groups draw one scenario, choose a path, and name one consequence.

  4. 20–30
    Decision Round 2

    Groups draw a harder scenario and build a more complete response.

  5. 30–37
    Trail Map Build

    Groups create a mini decision map: notice, choose, act, repair.

  6. 37–42
    Share-out

    Groups share one scenario, one value, one path, and one next step.

  7. 42–45
    Close + headcount

    Each camper chooses one decision tool to remember. Complete final count.

Detailed Activity Walkthrough

Part 1: Compass Values

Each group picks three values that should guide decisions. They place these at the top of their table or poster.

  • Safety: Does this protect people?
  • Respect: Does this treat people like they matter?
  • Honesty: Are we being real without being cruel?
  • Courage: Are we willing to do the right thing?
  • Belonging: Does this include people fairly?
  • Responsibility: Are we owning the impact?
Leader line: "Your values are your compass. When the scenario gets messy, come back to these."
Part 2: Decision Rounds

Groups draw a scenario card and choose one of three path cards:

  • Safe Path: Protect people first. Usually the best starting point.
  • Brave Path: Speak up, include someone, ask for help, or set a boundary.
  • Risky Path: Might feel easy or funny now, but can hurt someone or make the problem worse.

They must name one value, one possible consequence, and one next step.

Part 3: Trail Map Build

Groups create a mini-poster called Trail Guide Decision Map.

The map must include:

  • Notice: What is happening?
  • Choose: Which value should guide us?
  • Act: What is the next safe step?
  • Repair: What do we do if we mess up?
Part 4: Share-Out

Each group shares one safe example using this structure:

"Our scenario was __________."

"The value that guided us was __________."

"The path we chose was __________."

"Our next step would be __________."

Executive-Function Supports

Use these supports for everyone. Do not make them look like accommodations for one camper.

Core principle: Make the activity visible, concrete, predictable, and choice-limited. Do not make campers hold the whole decision process in their head.
Limit choices first

Start with three path choices, six compass values, and one scenario at a time. Keep extra cards nearby.

Counselor line: "Pick one: Safe Path, Brave Path, or Risky Path."

Use step cards
  1. 1
    Read the scenario.
  2. 2
    Choose the value that matters most.
  3. 3
    Pick a path.
  4. 4
    Name one consequence.
  5. 5
    Choose the next safe step.
  6. 6
    Add it to the trail map.
  7. 7
    Share one safe example.
Offer low-demand roles

Options: scenario reader, compass picker, path chooser, consequence spotter, map designer, timekeeper, speaker helper.

Counselor line: "You do not have to explain the whole answer. You can point to the path you think fits."

Use Now / Next language
  • "Now: read the scenario. Next: choose a value."
  • "Now: pick a path. Next: name one consequence."
  • "Now: choose the next safe step. Next: add it to the map."
Coaching line for counselors: If a camper seems stuck, reduce the decision to two choices and point to the current step. Do not turn slow processing into a behavior issue.

Decision Card Menu

Use these as card options. Keep the starting pile small.

Path choice cards
  • Safe Path

    Protect people first. Slow down and reduce harm.

  • Brave Path

    Speak up, include someone, ask for help, or set a boundary.

  • Risky Path

    Might feel easy or funny now, but can make things worse.

Compass value cards
  • Safety

    Protect people first.

  • Respect

    Treat people like they matter.

  • Honesty

    Tell the truth without being cruel.

  • Courage

    Do the right thing even when it is awkward.

  • Belonging

    Include people fairly.

  • Responsibility

    Own the impact of your choice.

Trail scenario cards
  • The Joke

    The group starts joking about someone who is not there. Everyone laughs except one person.

  • The Left-Out Camper

    One camper keeps getting left out of choices, but nobody says it directly.

  • The Group Chat

    Someone wants to post a picture or message that could embarrass another camper.

  • The Dare

    Someone suggests doing something against the rules because it would be funny.

  • The Confused Friend

    A camper does not understand the next step and is embarrassed to ask.

  • The Hurt Feeling

    A small comment lands badly and someone shuts down.

Camper Role Cards

Make roles flexible: A camper may trade roles, share a role, or take a low-demand role. The role is support, not a test.

Redirect Scripts

A camper chooses the risky answer as a joke

"Funny is fine, but the final answer needs to protect people. What would happen if this were real?"

One camper takes over

"Pause. I want one path choice from someone who has not spoken yet."

The group gets stuck

"Pick one value first: safety, respect, or courage. Then choose the next step."

They make it about a real person

"No real names. Keep it at the scenario level."

They want the perfect answer

"There may not be a perfect answer. Choose the safest useful next step."

A camper is quiet

"You can point to the path card you think fits."

The discussion becomes too serious

"We do not have to solve every part of this. We are choosing the next right step."

Share-Out

"Our scenario was __________."

"The value that guided us was __________."

"The path we chose was __________."

"Our next safe step would be __________."

Debrief + Close

Use no more than three questions. Keep it short and grounded.

Closing line: "You do not need a perfect answer to make a better decision. You need to notice what matters and choose the next safe step."

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