Open a week to see its days. Each week has a Hero's Journey moment, a guiding question, and concrete artifacts that get built - but the spine is light on purpose. Build the Tribe is a summer-camp-shaped quest: the story is there to hang things on, not to carry the week.
What does our excellent year look like, and what's our role in making it real?
›The schedule runs as designed from hour one. Every block gets asked the same question - what does excellent look like here? - and the guide models alongside rather than instructing from the front. Equity vs. Equality moved to Week 2 to make the four-day week work; the partner interviews live in Friday's makeup slot.
Who is on this journey with me, and how do we help each other?
›Equity gets installed as the idea underneath everything else. The Work It Out tool gets rehearsed while the stakes are zero, because next week D2 needs it cold. The Roles board opens - offered, never assigned.
What does it mean to lead and be a role model across our school?
›The big one. Quest is the cardboard boat build, start to finish - and the boat teams are the Spark teams. Each team takes one afternoon at Spark for D.E.A.R. time and comes back to build with the same four or five people. Teamwork, communication and empathy get practiced in two directions at once. Friday the whole thing goes in the water.
How do we get ready for the one take that counts?
›The whole week is the Lip Dub - every Quest block, all five days, ending each afternoon with a run of whatever exists. This week builds it; Week 5 films it on the Thursday; Week 6 is the spare week. Filming early is the point: it leaves a full week of margin rather than a night.
How do I navigate my own path while still being part of the tribe?
›The turn inward - and the week the film gets made. Everything built in Weeks 1–2 was written without evidence; now there is some, so every artifact gets a v2. Roles rotate by peer nomination. The Lip Dub is shot on Thursday, deliberately early, so the final week can be spent reviewing rather than scrambling.
Who are we now, and what's our promise to ourselves and each other?
›Nothing new gets made. The studio goes back through six weeks of artifacts and decides what's done, what needs fixing, and what it isn't showing. Week 2's mirror sheets return for a Six-Week Mirror hung beside them, the Contract gets signed, and on Wednesday the studio designs its own Town Hall structure for the year - with the guide in the circle as one voice among many.
Four things run underneath all six weeks. If a day ever feels unmoored, check it against these.
One stage per week, named once and then left alone. It's a hook to hang the arc on, not a story the studio has to stay inside. If a learner never mentions it again after Week 1, the quest still works.
Games, challenges, craft blocks, music on, a trip to a pool. The learning is real and the standard is high - but the register is camp counsellor, not narrator of legend.
Personal Working Guide, Rules of Engagement, Standard of Excellence, Studio Manual, Studio Contract. Each one starts as a conversation and ends as an object on the wall.
Morning Launch, Habit & Character Goals, hard cutoffs, Studio Maintenance, Character Callouts, Reflection. They don't change. That's the point of them.