Whether the source material is a comic, a novel or a movie it's going to need to be adapted from the original in order to be fun and engaging in its game form. Our guests talk about how that's done.
How is art handled differently across different intellectual properties? Why does the art look different in The Doctor Who Card Game to The One Ring? What's the creative process here?
How to collect art for your self published or small press endeavour without breaking the bank. How to talk to artists, the inside track on their habits and crazy ways.
Dice & cards have often been criticized for their randomness, potentially outweighing skill. Come learn how effective game design can use randomness to enhance skilled play instead of outweighing it.
Quick-play rules, beginner's boxes, & mini-games are everywhere, making it easy to try out new RPGs. Industry guests share favorite examples and discuss what role these products play in the industry.
Board games have come a long way in the last twenty years, with hundreds of classic titles for all ages and play styles. Why and how have they become so popular again? What does the future hold?
Break It to Make It Stronger: The Value of Editing
Summary:
Editors break your beautiful creation, it's true, but they send it back stronger than ever. Industry guests will discuss how to build a relationship with an editor & improve everything you write.
Managing your community is now a crucial part of everyone's life. Our guests share their insights on dealing with trolls, Goons, the easily offended, rockstars and evangelists.
Designing Card Games from the Top-Down and Bottom-Up
Summary:
"Top-Down Design” is taking a concept like The Hulk & designing mechanics that evoke that flavor. “Bottom-Up Design” is starting with raw mechanics & building them into a flavor that fits the game.
Description:
Its the art of starting with raw mechanics and building them into a flavor concept that fits the game.
Unlike most horror protagonists, roleplayers KNOW that they are in a horror story and are often well versed in the lore of the setting. As a designer or GM, how can you bring suspense to the table?
Taking your game from a design to a prototype that you can show to a manufacturer or publish yourself. Join our Industry guests as they discuss the ins and outs!
Raising new gamers doesn't happen by itself. Parents need games that meet kids where they are at each age. Guests will talk about games for different ages, & what gaming with kids can teach adults.
Under the covers of creating, polishing, and posting your own gamer-oriented podcast/video blog/web series. Digital media has made things easier. Has it made them BETTER? Opportunities, tips, & traps.
Some playtests produce clear, actionable changes to a game, while others bog down in a morass of unhelpful contradictions. Join us to learn how to make playtests maximally helpful to a game's success.