What went right this year? What changed? What were the difficulties? And other questions such as How do you find other Teacher-Gamers in your school? How can we make schools into puzzles and play environments with either device-driven or non-virtual RPGs? And how do RPGs invite opportunities to reconcile failure? And we tackle the multiheaded hydra: Can RPGs move from afterschool programs, camps, SEL and Leadership classes into transdisciplinary learning in schools?