Players are introduced to the rules. They are simple, fast play tabletop rules. Players will learn the basics of the game and be quickly immersed in a grand adventure.
A sos is being sent from the scientific outpost on Epsilon Alpha III. You are being sent to investigate. This event is a continuation of A Nest in the Dark.
What do you do when you have it all? Get bored. Compete to lose elections, give away possessions and ruin your family name, all in the name of good fun!
What do you do when you have it all? Get bored. Compete to lose elections, give away possessions and ruin your family name, all in the name of good fun!
What do you do when you have it all? Get bored. Compete to lose elections, give away possessions and ruin your family name, all in the name of good fun!
TSR opened an office in LA hoping to make comic books. In two years, the operation folded. How did it start, & why did it close so quickly? After countless interviews, Ben Riggs has the answers!
Play the only Napleonic rule set written by actual veterans of the Napleonic wars. Played double blind. Players only see what they could from their current positions.
Play the only Napleonic rule set written by actual veterans of the Napleonic wars. Played double blind. Players only see what they could from their current positions.
We will be looking at the psychological components of games and game development. Concepts covered include emotional intelligence, cognitive biases, what is fun, and motivational and learning theory.
Description:
We will be looking at different psychological components of games and game development, using both theory and practical application. Concepts covered will include things like emotional intelligence, cognitive biases, what makes games fun, motivational theory, and learning theory. We will then tie all of this to what makes games fun. Throughout the session, we will have hands on components where you get to apply what we've learned by analyzing existing games and creating your own.