The next big thing in computer RPGs. All CRPGs are nothing more than combat simulators with static NPCs. We are unveiling at Gen Con our new MMORPG that plan to fundamentally change the way you experience games. Presented by Jonathan Tweet (Everyway, D&D 3rd) and Brian Green (Meridian59).
Fantastic Females: Dynamic women should rule the pages of your manuscript ... not the mousy types waiting to be tied to a railroad track. Our panelists discuss how to avoid weak clichés and over-used stereotypes, and how to craft strong, interesting ladies that advance your story.
Real spacemen don’t eat grilled cheese! Little details help make your fiction real and add depth to your characters. Fictional food can also reveal important information about the climate and culture you are crafting. Learn how to make up food and diets that are exotic but still believable.
Have your epic deeds or stories ever fallen on deaf ears at the gaming table? Has another player's grandiose schemes ever made the group want to bundle him in raw meat and toss him over the side of the airship into a pack of lions? Maybe you and your group could benefit from listening to the words under the table.
Super Genius Games are the producers of the best-selling 'Genius Guide' supplements for the Pathfinder RPG, licensed Call of Cthulhu products, and Dungeonaday.com. Over the past year they have started working more and more with freelance authors and artists ... and YOU could be one of them. Come meet Super Geniuses Owen K.C. Stephens and Stan! and find out what they're looking for from potential freelancers.
A brief overview of patents, trademarks, and copyrights, and how they interact with one another to protect your intellectual property. Time permitting, an overview of how much each of these forms of protection actually cost.
I am a 20+ year GM who has made all the mistakes so you don't have to! Learn about many things including how to design scenarios and campaigns, keep the action moving, deal with troublesome players and provide a great gaming environment.
Running a game is more than just knowing the rules. It's more than following Robin Laws. Come and join your fellow GM's for a workshop on our trade. We will discuss what makes games good, bad, or great, and then put those skills and techniques into action in small groups. Part seminar, part group therapy, part workshop, and all interactive, the GM's Workshop is sure to give you something to think about, talk about, and work on.
Games compel people to make irrational decisions that they would not otherwise undertake. Come and watch Luke and Jared make fools of themselves as they try to prove this point. We promise; we will control your minds!