Start Here
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
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.
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 Checklist
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
- 0–5Safety scan
Check space, exits, surfaces, cords, obstacles, heat, lighting, and noise.
- 5–8Table layout
Set one group kit at each table. Leave room for mobility devices and easy turns.
- 8–11Post visuals
Post the decision steps and sample map where everyone can see them.
- 11–14Limit choices
Start each group with three scenarios, three path cards, and six value cards.
- 14–17Assign adults
Confirm lead, materials, floater, tone watcher, and timekeeper.
- 17–20Final check
Timer ready, roster ready, cleanup plan ready.
No-Prep Fallback
If you did not prepare in advance, run the simplified version.
What you need
20-minute no-prep version
- 0–3Frame
"A good trail guide helps the group choose the next safe step."
- 3–8Pick a scenario
Use one made-up camp situation.
- 8–13Choose a path
Pick Safe Path, Brave Path, or Risky Path and explain why.
- 13–18Build response
Name one value, one consequence, and one next step.
- 18–20Share
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.
Use this as a rough guide, not a rigid rule.
- 0–5Roll call + frame
Read names aloud. Explain the trail guide metaphor and safety rule.
- 5–10Compass Values
Groups choose three values that should guide decisions.
- 10–20Decision Round 1
Groups draw one scenario, choose a path, and name one consequence.
- 20–30Decision Round 2
Groups draw a harder scenario and build a more complete response.
- 30–37Trail Map Build
Groups create a mini decision map: notice, choose, act, repair.
- 37–42Share-out
Groups share one scenario, one value, one path, and one next step.
- 42–45Close + 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?
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.
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
- 1Read the scenario.
- 2Choose the value that matters most.
- 3Pick a path.
- 4Name one consequence.
- 5Choose the next safe step.
- 6Add it to the trail map.
- 7Share 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."
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
- Scenario Reader
Reads one scenario to the group.
- Compass Picker
Chooses which value matters most.
- Path Chooser
Helps the group pick a path.
- Consequence Spotter
Names what could happen next.
- Map Designer
Adds the decision to the trail map.
- Speaker
Shares one safe group example.
- Timekeeper
Watches the timer.
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."
Debrief + Close
Use no more than three questions. Keep it short and grounded.
Print Pages
Print these pages before the activity. Cut apart the cards and place one set at each group table.
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
- Scenario Reader
Reads one scenario to the group.
- Compass Picker
Chooses which value matters most.
- Path Chooser
Helps the group pick a path.
- Consequence Spotter
Names what could happen next.
- Map Designer
Adds the decision to the trail map.
- Speaker
Shares one safe group example.
- Timekeeper
Watches the timer.
Step Cards
- 1. Read Scenario
What is happening?
- 2. Choose Value
What matters most?
- 3. Pick Path
Safe, brave, or risky?
- 4. Name Consequence
What could happen next?
- 5. Next Safe Step
What should we do now?
- 6. Add to Map
Notice, choose, act, repair.
- 7. Share Safely
Share one group example.