Villains need to be more than "I'm the bad guy!". NPCs need to be more than just tag-a-longs. In this workshop, you will learn to give those characters 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 make them memorable.
And you can't have empty shell NPCs that the players do not care about.
So, how can you make your villains and NPC like that? Memorable and interesting?
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!". NPCs need to be more than just tag-a-longs. In this workshop, you will learn to give those characters 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 make them memorable.
And you can't have empty shell NPCs that the players do not care about.
So, how can you make your villains and NPC like that? Memorable and interesting?
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.
Creating Interesting and Memorable Villains and NPCs
Summary:
Villains need to be more than "I'm the bad guy!". NPCs need to be more than just tag-a-longs. In this workshop, you will learn to give those characters 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 make them memorable.
And you can't have empty shell NPCs that the players do not care about.
So, how can you make your villains and NPC like that? Memorable and interesting?
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.
Creating Interesting and Memorable Villains and NPCs
Summary:
Villains need to be more than "I'm the bad guy!". NPCs need to be more than just tag-a-longs. In this workshop, you will learn to give those characters 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 make them memorable.
And you can't have empty shell NPCs that the players do not care about.
So, how can you make your villains and NPC like that? Memorable and interesting?
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.
We walk through all of the components of building a multi-dimensional historical simulation. We address how to immerse players in a time period while still allowing freedom.
Description:
We walk through all of the components of building a multi-dimensional historical simulation. We address how to use actual historical context, military tactics, innovations, politics, and economics to immerse players in a time period, helping them to understand and empathize with the decisions of that era while still allowing freedom to make different decisions than what happened historically. We will showcase a WWI simulation we created to help ground the discussion and will provide all of the rules and materials and discuss how to adapt it for different needs for those who want a jumpstart on their simulations.
Having a mythos characters believe in, a belief system that drives them, can help make your imaginary world come to life! Linda Robertson, Annie Sullivan, Eden Robins, and Bryan Young show how.
Spy, swap, & peek your way to the lowest score in this addictive card game of deception & fun. Your objective is to have the lowest score when any player goes over 100 points.
Description:
Spy, swap, and peek your way to the lowest score in this addictive card game of deception and fun.
An addictive game of deception and fun.
108 Cards, Creepy Art by Andy Hopp.
Your objective is to have the lowest score when any player goes over 100 points. How? Figure out which cards you have and accumulate fewer points than anyone else by replacing your high cards for low ones, swapping high cards for your opponents' low cards, and trading matching cards for a single card. Call "Keister" when you think you have the lowest score and hope to catch your opponents with a keister-full of high cards!
Spy, swap, & peek your way to the lowest score in this addictive card game of deception & fun. Your objective is to have the lowest score when any player goes over 100 points.
Description:
Spy, swap, and peek your way to the lowest score in this addictive card game of deception and fun.
An addictive game of deception and fun.
108 Cards, Creepy Art by Andy Hopp.
Your objective is to have the lowest score when any player goes over 100 points. How? Figure out which cards you have and accumulate fewer points than anyone else by replacing your high cards for low ones, swapping high cards for your opponents' low cards, and trading matching cards for a single card. Call "Keister" when you think you have the lowest score and hope to catch your opponents with a keister-full of high cards!