RolePlayersINK Pure Imagination, No Limits

RPI Roll20 Games

A List of all Games RPI is running on Roll 20.

  Links to the games .

Iron Kingdoms An Ancient Dark Awakens

 

Weird War 1 - A Shattered World

Designer Diary -- Zombie Golf

Zombie Golf

All the Frustration of Golf, All the Satisfaction of Killing Zombies

So after PAX Unplugged I was super motivated to start a project I have had on my desk for months in index card form.

The idea is simple; the end of the world is here.  A nuclear accident caused a mutation in the avian flu, making people and parts of the environment zombies and zombie like.   You and your friends have a standing bet on who is the best golfer and this is your last shot, winner takes the title.  So you grabbed your clubs, losing some in the rush, and met them at Demon Sands Country Club for a quick 9 holes.

So simple game using cards and a single d12.  You take a swing, advance your ball up the map of the hole (avoiding hazards) and then the zombies attack.  4 types of zombies, Walkers, Shamblers, Runners, and Biters.  The first 3 do wounds, the last turns you into a zombie and out of the game.   You roll the D12, add you position on the hole, club and card bonuses to get to the green, or land in hazard.  Once on the green you roll the d12 and have to be within 2 of the putting number, using any card or club bonuses.

First player to win a majority of holes, first to putt in wins.  You can also play for score for a longer game.

That's it a simple game; so I started creating cards...  Here are the first testers..  Enjoy.

Hole #1 The Devils Turn (Par 4)

Player Card

and of course a Zombie

 

 

Post Pax Updates and Notes

Hello all,

So PAX was great saw a few panels with some successful designers as well as some great testing and discussions of my games.

PANIC

Great Playtest and some awesome feedback on play and design of the game.

Here is sample of the test phantom player side of the character cards, some redesign is in order but looking good.

 

StrikeForce:2136

So The QuickPlay is close to release, after some feed back from pax.  It has a new 3 stage adventure based off 2 previous quickplays.

Here is the cover:

Lastly after some deep discussions Zombie Golf is being moved up in the Production queue to get it out there fast.  I fdon't have any firm art or rules yet, but its gonna be a busy week.

Look for a StrikeForce, Zombie Golf, Panic and Flashpoint: Global Influence designer diary in the weeks to come.

Thanx for your interest...

Designer Diary -- Panic Pre BETA Testing

Through the Fires of Failure


Panic: The Bad Sci fi Movie Game has had several play tests this last month, but the original game was created way back in 2003.  Huge Board, it was a tactical fighting game, with people doing funny lines.  My first play test with a friend and his wife resulted with the comment "it was fun but I was not sure why I was killing the viruses?"
I was back at it trying to resolve the tactical nature of the game with the funny lines and the virus player mechanic for a few years.  Then I had another play test at GhengisCon in Denver a few years ago; with   myself, a very savvy  woman player, and 2 teenagers.  
After the setup the kids had created a pod with like 20 viruses inside and both chose to start there.  The Woman went first, being a very savvy gamer, use a gas line explosion to kill everyone in the pod, game basically over, as there were not enough viruses for the virus players to win.   Back. To. Drawing. Board.
The last play before the current version was with some very old friends, all pretty savvy and hardcore board gamers.  This was just shortly after my dads passing so I was a wreck any way.   The result was the mixed failure that inspired the redesign we have today.  They came back with "tactical was not fun, the lines and the killing viruses was,  virus players still had too few options, and yet it was still really fun"  The same feedback came from a group of players at a Monday Night Savages meetup a year ago.  I had not done enough to move away from the tactical nature and the goals of the virus players needed to be the same as the other players, or you have 2 games with  2 sets of players, the virus players doing tactical things and not lines and the stuff that made the game fun.
These play tests, and the comments of the many players who tried it, drove the changes to panic becoming a fun (sometimes silly) game of player sabotage while trying to save the world and looking good for the camera. So

This weekend I hope to run 2 play tests, at least one artist commissioned, next week looking into manufacturing costs.

To get more details on the major changes check out the Panic: The Bad Scifi Movie Game Design Detail page.

Thanx for taking the time to check us out.   

Suddenly We are Going to PAX Unplugged

Who knew.. An opportunity opened up and I will be in the alpha room with 3 games to tryout:

Panic: The Bad Scifi Move Board Game

The Beta of the StrikeForce:2136 conversion to Rev X.  I have 4 pregens and an adventure created for PAX.

Lastly I hope to run a game or 2 or flashpoint, these are the older rules, still fun and will help me confirm some game flow.

So are you at PAX and have 90 minutes to kill or want to try a different sort of Game..

RolePlayersINK is there in the alpha room, come find us.

 

Design Diaries -- Panic the Bad SciFi Move Game

The First Redesign of Panic Has Started

So had the first live play test of Panic.  It  went very well! We had a 3rd grader and 2 other adults playing 1 of the Doctor roles and 3 military roles.  I won the game with 75 minutes of screen time as a phantom player.  Second place went to the third grader with 55. 

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