Learn how to be a more effective GM, how to deal with disruptive personalities, and how to ensure that everyone has a good time. Covers basic rules and gamemastering techniques.
Learn how to be a more effective GM, how to deal with disruptive personalities, and how to ensure that everyone has a good time. Covers rules and gamemastering techniques.
Game Theory: Applying Game Mechanics to Relationships
Summary:
Game theory can mirror how we have relationships with others (romantic relationships, friendships, co-workers, etc.,) and these same theories can also be used to change relationships. Learn how.
Creating memorable villains is tough, but we've got them right here! Come talk with Michael Satran & his amazing min-, coho-, alli-, luminaries, about how to make villains & adversaries.
Invitation to the Ball: A History of Ballroom Dance & Culture
Summary:
The masquerade ball is a classic trope of film & fantasy. Learn the culture & find out what makes a waltz Viennese, how to behave when the Duke asks you to dance, & why vampires love tango.
Description:
The masquerade ball is a classic trope not only of gaming but of fantasy and adventure literature in general. Come learn what actually happens at a ball, the history of the dances, and the culture surrounding dance. Understand what makes a waltz “Viennese,” how you should behave when the Duke asks you to dance, and why a vampire would tango, and maybe even polka, but never samba. This seminar will inform you on the history of ballroom dance and include a discussion about how to apply it in your games and fiction.
Classroom Gamification: What Works and What Does Not
Summary:
Not every attempt at gamifying the classroom works. We'll facilitate a conversation on the best practices and those to avoid when attempting to achieve course learning objectives.
Description:
Face it; not every form of classroom gamification works, but we learn more from our failures than our successes. This seminar will facilitate a conversation on what works in the classroom and what doesn’t. The motivation for this course came from an experience with a 2015 Floodplain Management course at Western Kentucky University. Since 2007, my student pass rates for the national certification exam for floodplain managers (Certified Floodplain Manager – CFM exam) averaged about 80 percent. However, in 2015 only one out of seven students who took the exam passed it. This occurred even though more class time was spent on CFM topics than in previous years and more time was spent on learning games.
Come see SBJ, Sean, and Alan as we spend an hour to talk about what we've played so far at Gen Con, our new games we are currently making, and what you should do or see.
Join industry professionals John Adamus & Mark Richardson for a frank discussion of what it takes to turn your idea into your first game that people can purchase.