Adventuring NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Adventuring NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Adventuring NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Adventuring NPCs need to be more than a gopher, damage soaker, or mindless automaton. In this workshop, you will learn to give them depth, personality, & conflict.
Description:
The adventuring NPC shouldn't be simply there to be a heal bot or meat shield, devoid of personality. Absent of emotions, desires, and their own goals. If you do it well, your players should be affected emotionally when an NPC dies or leaves the group. In this workshop you will learn how to build your NPCs from the ground up, creating a real person. Humanize them, so your players and PCs relate to them, more naturally and treat them like actual people. 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
Your players 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 truly memorable. So, how can you make your villains 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
Your players 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 truly memorable. So, how can you make your villains 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
Your players 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 truly memorable. So, how can you make your villains 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!
Villains need to be more than "I'm the bad guy!". In this workshop, you will learn to give them depth, personality, & conflict.
Description:
Your players 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 truly memorable. So, how can you make your villains 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. This will be our 4th year administering this workshop, but don't worry, if you have done this before, new content!