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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

Zombie Golf KickStarter Moves to The 5th

Well there I was on the 5th hole, when a herd of zombies rolls out of the trees and messed up the whole launch.

Honestly there were a few things that just took longer than I had planned on.  Plus a few life things appeared and I was forced to make a decision; a few more days to make sure I have the best Kickstarter I can. 

This is for those who want the game as well as for me, I want to deliver the best product I can. 

So Zombie Golf is pushed till April 5th..

Thanks so much for your support.

Darn Herd of Zombies


Simple Versus Complex Games and Players Making Choices

So when I first thought of Zombie Golf, I wanted it to be a simple game.  A game that was fast and fun to play.  What I forgot was simple does not preclude choices, which change the game and the way the players interact with the game.  The balance is in creating choices and rules that make the game interesting and at the same time not too complex.  Complexity in a game can excite some players and turn off others.  Creating rules that giuve interesting choices for multiple reasons is the key.  An ability that lets a player choose to play the game a different way, which also has story or changes how one can win the game; these are rules that draw loits of players in.  
So when I started Zombie golf I designed rules light, fewer cards and choices for the players.  It made for a fun game, but it became repetative and was not as fast as I had hoped it would be.  Feedback from the players was its fun, but if there was some way to play a full 9 holes in 45 minutes or so.  Zombie Golf is 2 games in one, a simple golf game and a zombie combat game.  The dual nature of the players role manes rules for 2 games.  How could I make interesting changes for the players, speed up the game and still keep the core of a simple game?  The answer; increase player choice and random triggered events.  

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Designer Diaries - Panic Playtest Weekend

2 Play Tests Weekend

Play Test 1: Saturday

So on Saturday I was able to play Panic with a buddy, we'll call him Ron (its his name), and his son Sean.  Sean wanted to watch us play so it was my first 2 player game with the new design.  It went awesome.  Ron won with 78 minutes or Screen time to my 68, he won with 2 excellent moves, 1 I had sabotaged a scene to a 50+ target.  Sean rolled for Ron and got a 37 on 1 die.  Then He rerolled 2 dice using his special skill, and got 17 more Plus the 6 he had just what he needed to get 15 minutes for the scene and killing a virus.  The second thing Ron did was ending the game early using the Self Destruct special effect.  I sabotaged the scene to only a 30, he rolled well and made it, then rolled to try and end the game this turn, rolled a 9 (2d10) and re-rolled again, getting a 14 and ending the game after my last scene.  I failed that roll (it was ugly highest die was 6 after the re-roll of 4 dice).  

So Ron came out ahead and was the star of the show.

Read more: Designer Diaries - Panic Playtest Weekend