Brook Bullock is a founding member of the Red Dirt RPG Network and currently appears on two of their podcast feeds: Wayfinder Legends (PF2e) and Red Dirt DnD. To be a productive member of society, Brook has taught English for over 30 years and has been an Advanced Placement Consultant for the College Board since 1997. Brook started playing D&D with the 1980s Red Box (Mentzer Edition) and moved into AD&D 1e & 2e, but then took a break to during the 1990s "to be an adult.” However, some of his closest, lifelong friends from those gaming days still get together from scattered locations across the country to roll dice. It was one of those marathon weekends that introduced Brook to D&D 3rd Edition, and he was hooked once again. When not spending time in Greyhawk, Golarion, Earth, or the sci-fi reaches of outer space, Brook enjoys outdoor activities right here on Earth with his wife and family, riding his motorcycle, and, of course, reading into the wee hours of the night.
Academic writing is meant to reward research, reasoning, and intellectual honesty. This panel examines what happens when those standards break down, from poorly supported arguments to institutional responses that undermine education itself. Using anonymized and hypothetical scenarios, panelists explore how bad writing, misplaced outrage, and weak oversight collide, along with what students, educators, and readers should actually expect from higher education.
The ocean has always been more than water. It’s memory, myth, and metaphor. This panel explores the sea as a living symbol in fantasy and science fiction: a place where monsters reflect our fears, sirens our desires, and the depths our collective unconscious. Writers and fans alike will discuss how ancient maritime myths still ripple through modern storytelling and speculative worlds.
Witches have appeared in stories for centuries, but their portrayal has changed dramatically over time. Sometimes they appear as villains and temptresses, while other stories present them as heroes or symbols of empowerment. This panel examines how film, television, books, and games reshape the idea of witchcraft for modern audiences. What do these shifting portrayals reveal about the cultures that create them?