Are you thinking what I’m thinking, B1? I think I am, B2! It’s time to kill yet another pack of goblins for content! Freeze frame, record scratch. What specific quest or story is this talking about? Right… problem: it’s a staple of the high-fantasy RPG. And worse, it’s in yet another hamlet called Wolvesdale… strangely devoid of wolves, sharecrops, a mayoral house, an ealdorman, or even a place of worship. Join narrative freelancer Samara-Jade Sendek for a talk about how practicality shapes living situations, and how to get the most of this out of your quests.
A 45-minute presentation within the narrative and design sphere. This will talk about extant belief structures, rituals, environmental contexts and resource pools, and how these conditions can be used to inform quests, narrative, metanarrative, and art design aesthetics. By the end of the talk, designers and writers should be able to convey greater verisimilitude with their stories. Artists likewise should be able to apply key points to make a setting feel more lived-in.