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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
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: 3 Counselors / 7 Kids
3 groups: two groups of 2 campers and one group of 3 campers. Assign 1 counselor per group.
| Group | Campers | Counselors | Why |
|---|---|---|---|
| Group 1 | 3 campers | 2 counselors | Small group for quick decision rounds and role rotation. |
| Group 2 | 2 campers | 1 counselor | Small group for balanced discussion and executive-function support. |
| Group 3 | 3 campers | 1 counselor | Slightly larger group with one counselor for inclusion and pacing. |
Safety Checklist
Setup Walkthrough
This is what should be prepared before campers arrive.
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."
"You do not have to share personal stories — pass is always OK."
"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
Executive-Function Supports
Use these supports for everyone. Do not make them look like accommodations for one camper.
Decision Card Menu
Use these as card options. Keep the starting pile small.
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
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.