Join our panel of special guests as we design a module live with audience participation. Each section of this series covers a different part of an RPG module for D&D 5e.
Description:
This workshop will focus on the concept and world building elements of an RPG module. We'll take suggestions from the live audience and work together with our panel of special guests to form the lore and and backstory as well as great NPC design of an encounter.
Join our panel of special guests as we design a module live with audience participation. Each section of this series covers a different part of an RPG module for D&D 5e.
Description:
This workshop will focus on trap mechanics and ideas as well as magical items, properties, common gear and how they affect a campaign. We'll use the previous modules lore and concepts to gear up our NPC's and fill our backstories with the artifacts and puzzles of all time!
Design a Module Live Part 3 - Monsters & Stat-blocks
Summary:
Join our panel of special guests as we design a module live with audience participation. Each section of this series covers a different part of an RPG module for D&D 5e.
Description:
This workshop will focus on monster design, stat blocks and more! How to make a monster fit an encounter as well as workshopping alternate methods to overcome them than just rolling for initiative.
Join our panel of special guests as we design a module live with audience participation. Each section of this series covers a different part of an RPG module for D&D 5e.
Description:
This workshop will focus on the basic concepts of dungeon design. Not just the grungy stone walls with stairs leading down, but everything from a well built tavern to the catacombs of a fallen church. We want to work with you, the audience, to create a dungeon of some sort for our module!
Join our panel of special guests as we design a module live with audience participation. Each section of this series covers a different part of an RPG module for D&D 5e.
Description:
So now we have all the elements of a module, now what? We've got NPC's, lore, items, traps, dungeons and environments, monster stat-blocks and so much more! How do you put a module together in order to present it to your party? This workshop is all about the final touches of an RPG module.
Design a Module Live Part 6 - Play-testing your Module
Summary:
Join our panel of special guests as we design a module live with audience participation. Each section of this series covers a different part of an RPG module for D&D 5e.
Description:
Everything is ready to go! It's time to play a module that was designed over several workshops during this convention. We'll be playing the module from beginning to end with celebrity guests and our audience participation!
Create your own custom jewelry set using semi-precious, glass, silver & silver-plated beads, fastenings, and findings. Construct your unique pattern and make it shine with 1-5 focal beads.
Description:
Choose your beads, set your design, and string them up. Then finish them off with silver crimp beads, bullion, and a clasp. Helpers will be there to guide and give pointers in the design process, and teach the skills for finishing. Please contact Summer Spirit Arts if you have a metal allergy!
Create your own custom jewelry set using semi-precious, glass, silver & silver-plated beads, fastenings, and findings. Construct your unique pattern and make it shine with 1-5 focal beads.
Description:
Choose your beads, set your design, and string them up. Then finish them off with silver crimp beads, bullion, and a clasp. Helpers will be there to guide and give pointers in the design process, and teach the skills for finishing. Please contact Summer Spirit Arts if you have a metal allergy!
Discusses modeling of the state of affairs, events and personalities that incited the American Revolution for RPG play. By Merle Robinson, lead game designer on the NSDM staff.
Description:
Discussing NSDM's new American Revolution Crisis game variant, the lead designer will discuss insights gained in creating a model of the event for roll playing purposes. What historical figures to include, to amalgamate, or to exclude? What historical events to plan as inserts, what to leave out, what counter-factual events to stimulate game play and keep outcomes uncertain? When to begin the simulation, and how far to take it? Lecture will discuss issues of target audience and expectations of their baseline knowledge, background material to present, the balance between politicking and fighting, and how to keep the simulation from going off the rails. Presented by Merle Robinson lead game designer on the National Security Decision Making Game staff.