NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
You make it to your final encounter. Finally, the heroes against the villain. If your villain is simply a Troll Chieftain, and that is all heroes know about him, they may enjoy the fight and the game overall, but will they remember him? Years later will they still talk about him? You can’t have a bad guy that is the bad guy, just because he is the bad guy. If your villains are devoid of personality and memorable quirks or plans, the final encounters may not carry the emotional impact that makes them memorable. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
You make it to your final encounter. Finally, the heroes against the villain. If your villain is simply a Troll Chieftain, and that is all heroes know about him, they may enjoy the fight and the game overall, but will they remember him? Years later will they still talk about him? You can’t have a bad guy that is the bad guy, just because he is the bad guy. If your villains are devoid of personality and memorable quirks or plans, the final encounters may not carry the emotional impact that makes them memorable. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
You make it to your final encounter. Finally, the heroes against the villain. If your villain is simply a Troll Chieftain, and that is all heroes know about him, they may enjoy the fight and the game overall, but will they remember him? Years later will they still talk about him? You can’t have a bad guy that is the bad guy, just because he is the bad guy. If your villains are devoid of personality and memorable quirks or plans, the final encounters may not carry the emotional impact that makes them memorable. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
You make it to your final encounter. Finally, the heroes against the villain. If your villain is simply a Troll Chieftain, and that is all heroes know about him, they may enjoy the fight and the game overall, but will they remember him? Years later will they still talk about him? You can’t have a bad guy that is the bad guy, just because he is the bad guy. If your villains are devoid of personality and memorable quirks or plans, the final encounters may not carry the emotional impact that makes them memorable. This Workshop is "system agnostic", so don't worry about knowing any particular rule set, although general knowledge of game systems will enhance your experience.
Discuss the ins and outs of putting together 3rd Party content for the sci-fi horror Mothership RPG. An ideal seminar for writers, designers, and the Mothership enthusiasts.
Description:
Zac Goins and his team sit down with peers to discuss the ins and outs of putting together 3rd Party content for the sci-fi horror Mothership RPG. An ideal seminar for writers, designers, and the Mothership enthusiasts. Q&A to follow.
Join our panelists as they discuss creating settings & rules that allow for each table that plays in their game to have unique experiences. Is there a line between too much & not enough?
Join Tom Gross and Dan Reem of Teachers in the Dungeon Podcast for a discussion of how they created an RPG Summer Camp for Teens. They will discuss how and why they created the camp.