Designing, publishing, selling and yes, even playing games can bring with it legal rights and ramifications. Attend this seminar, hosted by an actual intellectual property lawyer, to get straight answers on what the law is (and is not). The seminar will consist of a presentation and a Q&A session.
The Lion's Share - Colonialism in the Victorian Age
Description:
An overview of how the interaction of technology, idealism, avarice, and politics lead to subjugation of the world by a less than a dozen powers. Covers the patterns of acquisition, administration, and impact of colonialism in the mid 19th and Early 20th century. Will also provide some highlights of the significant colonial military campaigns of the era as touch points for gamers.
We roleplaying game designers love to make lists, categories and qualifications. We love to make sense of the world in the pages of the game. Talk to Luke Crane (designer of Burning Wheel, FreeMarket and Mouse Guard) about the fundamentals of game design as seen in these crazy lists!
A rose by any other name might smell as sweet, but a book title? You better have something with punch so the reader will pluck it off the shelf. And a title with zing can entice an editor or slush reader to give your story a look. A good name can also make your heroes and villains memorable and help define their character. We discuss the fine are of naming.
This lecture examines the Roman Republic during, after the Second Punic War. It will focus on the military victory Hannibal achieved at Cannae, and how that victory helped reform the Roman Republic and eventually led to its push towards empire.
Well structured scenes make for compelling story telling. How can you construct powerful scenes for a novel or short story? And how do you string scenes together to create a vivid and stirring piece of writing? Learn everything you need to know about the art of structuring scenes.
A rousing sword fight can get the reader churning through the pages of your book. But you better know how to make it feel real. Our master wordsmiths share their expertise in writing the good fight.
The Gameplaywright book 'Things We Think About Games' makes more than 100 assertions about games from the obvious-but-overlooked ('In an RPG, all the characters are wearing pants') to the deeply zen ('Be aware that the other players are not necessarily playing for the same reasons you are'). Bring your own cunning, brilliant, or mad assertions to discuss and defend at this thinking gamer's roundtable, back for its second year.
Writing three books is more work than one, but it goes beyond the mere output of words. Approaching a three-book arc takes a different approach to plotting and research. In a trilogy, the bar is raised by your publisher and readers. We’ll show you how to reach it.
Is it better to write by the proverbial seat of your pants or to painstakingly outline each chapter? Both approaches to writing novels, short stories, and game material work, but is one method better? Our panelists discuss the pros and cons of plotting in advance.