Colonial Charter Role Play

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Introduction

This role-play simulation introduces students to the diversity of colonial foundations in North America during the era of salutary neglect. Students represent different religious and political groups seeking charters from the English Crown. Each group must present its case for why they deserve a colony, respond to interrogation from rivals, and face the uncertainties of royal politics through elements of chance. The activity highlights how diverse motivations and inconsistent oversight led to distinctive colonial governments, laying the groundwork for the American Revolution.

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The Game

- Divide the class into groups, each representing one of the following factions: Puritans, Catholics, Quakers, Baptists, Roger Williams, Bacon/Gentry of Virginia, and James Oglethorpe/Georgia Philanthropists.
- Provide each group with a detailed role card.
- Designate the rest of the class as the 'Royal Council' when one group presents.
- Provide a six-sided die for the chance element.

Game Rounds:

1. Petition for a Charter – Each group presents its argument (3–4 minutes).
2. Interrogation – Rival groups or council members ask sharp questions.
3. Royal Decision – Arguments are weighed, then chance plays a role:
   - Roll 1–2: Charter denied.
   - Roll 3–4: Limited proprietary charter.
   - Roll 5–6: Full royal charter.

Debrief:

- Discuss which arguments were strongest, which were weakest, and why.
- Reflect on the influence of chance, patronage, and favoritism in colonial development.
- Connect outcomes to the reality of salutary neglect and the seeds of eventual rebellion.

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Role Cards

Role Cards

Puritans (Resisting the Act of Uniformity)

Background: You are English Protestants seeking to 'purify' the Anglican Church. The Act of Uniformity forced conformity to Anglican practices, driving you to seek a new home.
Core Argument: You deserve a colony to build a community based on strict moral codes and devotion.
Strengths: Strong sense of community, disciplined work ethic, established leaders.
Weaknesses: Viewed as radical troublemakers in England.
Die-Roll Effect: On 5–6, gain support from sympathetic members of Parliament.

Catholics

Background: Catholicism is outlawed in England under anti-Papist laws. You face persecution and discrimination.
Core Argument: You deserve a safe haven for Catholics (like Maryland).
Strengths: Wealthy patrons like the Calvert family can fund your settlement.
Weaknesses: Deep anti-Catholic prejudice in England.
Die-Roll Effect: On 1–2, Parliament blocks your charter due to Papal fears.

Quakers

Background: Known as the Society of Friends, you practice pacifism and equality, rejecting hierarchy.
Core Argument: You deserve a colony based on freedom of conscience and peaceful coexistence.
Strengths: Wealthy supporters like William Penn; attractive vision of tolerance.
Weaknesses: Viewed as radicals unwilling to bear arms.
Die-Roll Effect: On 5–6, wealthy Friends secure proprietary charter funding.

Baptists

Background: A small but growing sect opposing Anglican control, often meeting in secret.
Core Argument: You deserve a colony where grassroots faith can flourish.
Strengths: Strong local congregational ties, emphasis on independence.
Weaknesses: Few wealthy or powerful allies in England.
Die-Roll Effect: On 3–6, dissenters join your cause, strengthening your colony.

Roger Williams

Background: A Puritan dissenter who argues for separation of church and state and freedom of conscience.
Core Argument: You deserve a colony (Rhode Island) to protect true liberty of belief.
Strengths: Bold intellectual defense of liberty; some sympathy from reform-minded thinkers.
Weaknesses: Branded radical, banished from Massachusetts.
Die-Roll Effect: On 4–6, Native groups agree to sell land fairly, legitimizing your claim.

Nathaniel Bacon / Virginia Gentry

Background: Wealthy planters frustrated with Governor Berkeley’s policies and Native relations. You led or sympathized with Bacon’s Rebellion.
Core Argument: You deserve a colony to expand plantations and protect gentry power.
Strengths: Wealth, influence, military experience.
Weaknesses: Seen as rebellious and disloyal.
Die-Roll Effect: On 1–2, Crown distrusts you; on 5–6, colonial elites rally in your support.

James Oglethorpe / Georgia Philanthropists

Background: You envision a philanthropic project to settle debtors and create a buffer against Spain in Florida.
Core Argument: You deserve a colony for humanitarian and strategic purposes.
Strengths: Strong humanitarian appeal; Crown values southern defense.
Weaknesses: Colonization is risky and costly.
Die-Roll Effect: On 5–6, Crown provides strong royal backing due to strategic need.