Can romance & sex be appropriate, consenting, safe, emancipatory, & fun in RPGs? We think so!
Description:
Have you always thought romance & sex have no place in RPGs? Cringe at the idea of pretending to flirt at NPCs who all sound mysteriously like your GM? Feel alienated by a genre that has historically been exploitive, exclusionary, or just plain silly? If you want to add romantic plots with heart and foster vulnerability in your game, but aren’t sure how to keep them safe and inclusive without making your friends and yourself feel ridiculous - then let’s talk! Put your qualms aside and our heart eyes on as we discuss romance!
Seattle Dorkfest will share our experiences on running a successful nearly decade long bi-weekly gaming group. We will humorously cover everything from calendars, managing family, & game selection.
Robin D. Laws & guests teach structures & techniques to turn emotional confrontations between PCs from frustrating roadblocks into rich moments of human drama.
Looking to enhance the look & feel of tabletop play for your group? Learn from a professional GM what it takes to draw dynamic vinyl battlemats for use in any tabletop RPG.
Dynamic Story Creation Part One – The Philosophy of Story Creation
Summary:
Before you start writing your story, you need a clear idea of what your job is as a Story Creator. This class from Maxwell Alexander Drake gives you the theory of story creation.
Dynamic Story Creation Part Three — The Physical Layer & the Hero's Journey
Summary:
All great stories need both a hero and a villain. This class from Maxwell Alexander Drake will give you the tools you need to create both sides of this opposing force.
Dynamic Story Creation Part Two – The Invisible Layer
Summary:
This class from Maxwell Alexander Drake introduces you to storytelling tools to stoke the creativity within you, keeping you motivated and organized as you move through the creation of your own story.
Learn the top ten edits to help you skip the slush pile and get published. Karen Bovenmyer is a published author, editor, and slush read for pro markets for five years.
Video game developers talk about how game systems can take on a life of their own, & introduce brand new things. We'll talk about fostering emergent gameplay & how to keep it from going too crazy.
Encounter Theory argues that the encounter, where players interact with the world of the RPG, is the meat & bones of all RPGs. Is this true, & how can it be applied by GMs and designers?