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Sunday, October 28th, 2018

Time Event
I Never Metatopia I Didn't Like
Next weekend I once more manifest at the finest game-design convention, RPG protospiel, and empanada tourism base-camp in the world, Metatopia in lovely Morristown, New Jersey. If you have any interest in game design, and especially if you have an RPG in process that you'd like knowledgeable people to bang on diagnostically, I urge you to manifest likewise. In between playtests and focus groups and empanada runs, I also have been known to seminarulate, thusly.

Contrary to my usual assertion at this point in a convention schedule post, at Metatopia seminars are usually recorded and eventually wind up on the Web; follow me assiduously across all social media and I shall share those links with you when I know them.


11:00AM - 12 NOON: "Honing Your Game Pitch" presented by Jim McClure, Kenneth Hite, Cat Tobin. This panel is designed to help you establish the best way to present your game to consumers. From Elevator pitches, to focus points, to mechanical highlights, we will cover what is most important in getting people to buy into your game. Attendees should be prepared to discuss their game project as part of a group, and have an elevator pitch pre-prepared. The panelists will then help each individual attendee to hone their presentation.

2:00PM - 3:00PM: "Horror Mechanics (For More Than Just Horror)" presented by Anne Ratchat, Kenneth Hite, Elsa Henry, Julia Ellingboe, Jabari Weathers. In the genre of horror, game designers and writers have developed an arsenal of tools specifically to disempower the characters in their worlds. These mechanics are assumed one-trick ponies but can also serve as useful mechanics for empowering play as well when understood. The goal of this panel is to break down why specific horror mechanics work and how to use them effectively, regardless of genre.


6:00PM - 7:00PM: "The Transitive Property of Myth" presented by Kenneth Hite. In this year's installment of "Ken Thinks About Stuff Out Loud", I look at the structural patterns of mythology. Are there actually structures of myth, and if there aren't, can we pretend there are? How can we take real-world myths and make them game material? How can we translate one myth system (that of the "standard fantasy world" for example) into another (e.g., Greek mythology)? And how can we translate any of it into dice, numbers, and heroic player character stories?

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