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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

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.   

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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RolePlayersInk New site is Broadcasting

Yes Folks we are back.  After several attempts we have new games and a new website. 


The Design Pipeline is full and we will be releaseing some PDFs soon, along with potential kickstarters in the future.


Like us and get ready for some fun.

A long journey to back to the start; yet very different Pt 3

Ever play a game and have your players walk out talking about their plans for character build? "I am gonna add the dual weapons feat next level so I a can wield 2 short swords, cause its cool!" Players are not nearly as excited about getting to Skill Level 10 or moving up to a d8 in an attribute as they are about adding spells or feats; stuff they can do.  To me as a player or GM there is nothing cooler than getting (or giving) that magic sword or the points for the abilities they want; all so players can do more at the table and change the story their way.  That's what this long journey of re-re-re-re-re-re......writing conflict made me see.  So here is the end result of my journey; not everyone will like this, but its mine.

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A personal note to those who have helped me

So I tend to come up with game ideas all the time.  I also tend to bug my friends as I come up with these ideas.  I have to say I am fortunate in that they actually listen, chuckle and give me awesome advice and ideas.  They are in many ways unsung hero's of the games I have made; making them better.  They have also helped me to create amazing worlds and parts of those worlds.  Below is a list of what these folks have done for me in a hopeless attempt to say thank you.

Mark O.

      Mark helped create Strikeforce.  Every system, every part of the world has been touched and changed by him. He built this world in 3d color; from the balck and white foundations I made.  He created Jensen Dega Arms, a renegade corporation that was as good as it hoped it was.  He created (and breathed life into) Max McPherson one of the greatest character arcs I have ever had the pleasure to GM.  His ability to create a story that forced me to expand the world;  From new cultures, people and entities to aliens and hidden agendas that not only drove the story, but the world.

His support for the first release of StrikeForce was unending, his drive to make me think is always appreciated.  He taught me how to GM better, he taught me stories, he is as much a creator of StrikeForce as I am.

Every day we played MERP, BattleTech, or Strike in college was an adventure beyond description and one day closer to me almost flunking out of school.

Troy A.

       Troy also contributed huge swaths of story and repercussions as his character Fred came to define what a Diaxtron really was in the world of 2126.  Fred was unflappable, and ready to jump into anything.  Of course he would bitch about it later.  Troy also pushed back when I came up with stupid rules, he really did make me think.

Dan S

     Dan is the everlasting skeptic.  I am sure that when Cthulhu rises Dan will mention to him how he could have done it with more power and violence.  I mean this in the best way possible, he is a creator in his own way.  He will talk theory endlessly and push back, to make me see the payers side of the argument.  His ability to see what might be more fun or just make more sense is amazing.  Dan creates characters with amazing stories, not always the great hero.  He is about interesting and always makes my games better.  The Psionics in the Conflict System and StrikeForce are his.  He took a bad and unfinished system and created a system that works not only in the maths, but one that can enhance all the stories at once.  His greatest saying to me was simply this "Use a d100, the numbers better be 1-100, cause otherwise this makes no sense."    

Chris H.

    A friend who can say he has tried every game I have every tried to make (minus some real turds no one saw).  Chris is the player who seizes on an Idea for his character and make sure to exploit every loop hole you have.  This dogged ability to turn rules against me, taught me how to write rules that aid play and players, without making a game unplayable.

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