Saturday, February 16, 2013

A Tale of Two Items, or Why I'm Not A Superstar

by Randy
@coffeeswiller on Twitter


Hey there! Has anyone out there entertained the idea of writing for their favorite roleplaying game? I have no doubt that a majority of you just said a huge "YES!" to yourselves. Well, I got news for you. Paizo Publishing, makers of the Pathfinder Roleplaying Game, have an annual talent hunt called RPG Superstar.


RPG Superstar is an excellent event, not just for the opportunity it provides, but also for the chance to see the creative contributions of other RPG enthusiasts. I have watched it from the sidelines in previous years, but this year I decided to jump in and try it out.

I'll bet you're asking, "Randy, how did you do? Are YOU a superstar?", to which I'm going to smile and reply, "Not even close!". And that's actually cool with me.

The competition is divided into several rounds, the first of which is to design a Wondrous Item. The actual rules are pretty simple. The item needs to actually be a Wondrous Item. It needs to be mechanically sound. It needs to be costed correctly. And it needs to actually be superstar material. Sure, every roleplaying game needs staples like crystal balls, belts of strength and what-not, but this isn't about making those things. It's about standing out. I'm paraphrasing the rules, of course... they're right here if you want to read them.

Anyway, here is the item I submitted:
Inspires the imagination, doesn't it? 


Orb of Aggravation
Aura strong transmutation; CL 10th
Slot none; Price 500 gp; Weight 1 lb.
Description
This Orb of Aggravation is a 3 inch sphere of dull iron, favored by rogues (many of whom refer to them as Orbs of Escape). It is activated by throwing it at an enemy, to whom it flies unerringly. It then bobs and weaves around the target, striking sensitive areas and occasionally sprouting a hook to pull down trousers or sword belts, or ejecting dust to inhibit eyesight. It performs the Dirty Trick combat maneuver that round and for each of the following four rounds. It attacks with a CMB of +15, randomly bestowing one of the following conditions (roll 1d6): 1-blinded, 2-dazzled, 3-deafened, 4-entangled, 5-shaken, or 6-sickened. Each effect lasts for one round plus one round for each 5 points the CMB roll exceeds the opponent's CMD, and each may be removed with a move action. The orb does not provoke attacks of opportunity, but may be attacked. It has an AC of 16, a hardness of 5 and 10 hit points. After the last attack roll, the Orb of Aggravation crumbles into dust.
Construction
Requirements Craft Wondrous Item, Improved Dirty Trick, telekinesis; Cost 250 gp


I was going for something I considered a "design hole". In this case, it was taking a mechanic introduced after the core rules, the Dirty Trick combat maneuver, and using an existing item, the Whip Feather Token, as a template for a new one. I think I was moving in a good direction with this, but the end result was a rather lackluster item. Especially since it was practically devoid of meaningful, interesting description ("3 inch sphere of dull iron"? Come on!). I rushed my writing a bit, and discarded some good ideas (more later) that would have made it more eye-catching. Additionally, I should have more closely followed the sage advice of Sean K. Reynolds, one of the judges of the competition, a Paizo employee and an all-around nice guy, if you get the chance to talk to him in person.

So, that being said, if I could hop back into a time machine and re-submit this item, here what it would look like:
Scribbles by the author.

Harpy Egg
Aura strong transmutation; CL 10th
Slot none; Price 750 gp; Weight 1 lb.
Description
A Harpy Egg appears to be an iron ingot the size and shape of a goose egg, criss-crossed with grooves in no apparent pattern. When thrown at an enemy within fifty feet, requiring a successful ranged touch attack, the egg separates at the seams to reshape itself into a rough-cast harpy figurine the size of a human fist. It then flies around the target, striking sensitive areas, pulling down sword belts, or spitting iron filings in eyes. For five rounds, beginning the round it was thrown, it executes the Dirty Trick combat maneuver against the creature it was targeted against with a CMB of +10, bestowing one of these conditions (roll 1d6):
1-blinded
2-dazzled
3-deafened
4-entangled
5-shaken
6-sickened
The condition persists for one round plus one round for each 5 points the CMB roll exceeded the enemy's CMD, and may be removed with a move action. The harpy does not provoke attacks of opportunity, but may be attacked. It has an AC of 16, a hardness of 10 and 5 hit points. After the fifth round, the Harpy Egg crumbles into dust.
Construction 
Requirements Craft Wondrous Item, telekinesis; Cost 375 gp

I think that makes it a pretty neat item with a reasonable amount of flavor. The orb was originally almost a "clockwork harpy", but I didn't want to address the "don't you need to wind it?" question, or add a "spend a move action winding it" clause. As it is now, it may still not yet be superstar material, but I like it. It's a straightforward one-shot item designed to harass an enemy briefly, then go poof! and leave no meaningful trace of its existence. I envisioned it primarily as an aid to escaping (imagine hitting a pursuing guard with it!), but it would also be very useful in combat to interfere with one opponent's action economy. I think that if you're a player of Pathfinder, you can come up with a few clever uses for it. By the way, if you do use it, tell me! 

Here's a great image I found on deviantArt that I thought would be a great illustration of how the Harpy Egg might look deployed (although good luck getting one to hold still long enough to confirm!). This is a work-in-progress piece by deviantArt user edsa-m, who was kind enough to give me permission to show this piece. For the miniatures enthusiasts among you (like me!), he made a great video on sculpting feathered wings here. I encourage you to check out his stuff!

Mcc Monster girl Harpy WIP by deviantArt user edsa-m

Another great harpy sculpture I saw is below by artist deviantArt user EvanCampbell. What I like about that one is the action and the face. The expression on the face is a lot closer to what I imagine the harpy looking like while doing her work. He was also kind enough to allow me to display his amazing piece here. Please consider popping over and seeing his work, as well!

Harpy by deviantArt user EvanCampbell


I would like to thank the wonderful members of the Paizo community who took the time to critique my item and offer constructive feedback. I'm not sure exactly how many items were submitted, but many active people spent a lot of their time looking over all those items and giving their thoughts. Even those of you like me who didn't make the Top 32 for RPG Superstar, you're all rockstars to me! I would also like to thank devientArt users edsa-m and EvanCampbell for allowing me to share pics of their Wondrous Items! Thanks, guys! Thanks and appreciation also goes to the site d20 PFSRD, to which all game rule links are pointing to.

Did any other readers participate in the RPG Superstar, either this year or in the past? Let us know in the comments!

UPDATE!
The sculptor of the first piece above, edsa-m, liked my Harpy Egg sketch and decided to incorporate that into a piece he did! Here is a work-in-progress look at that piece:

MCC Monster Girls-Nagja the Gorgon WIP-details by deviantArt user edsa-m

So just to say it again... Edsa is a great guy, and I love his work. Please pop over and check out his stuff on deviantArt!

Thursday, February 7, 2013

Game, Interrupted.

By Randy

"Why am I not playing a game?!?"
This one is for the gamer parents out there. Sharing the love of gaming with your kids reeks of awesome. It brings me great joy to game with the kiddos. But sometimes, I just want to play games with my adult gamer friends. I imagine if you are a parent gamer, you probably feel the same, too. Over the years, I have made some observations and implemented some strategies that help me to be able to game with the adults, too. Here are some of those tips, tricks and cautionary tales that might just help you play a game without massive interruptions. 

The Seven P's

Have you heard of the Seven P's? Here they are: Prior Proper Planning Prevents Piss-Poor Performance. That means if you're going to get this right, you're going to need to plan it a little. This gets easier each time, so don't stress that you have to put some thought in ahead of time. Gaming with the kids around and minimizing interruptions of gametime requires a plan. 

Joint Playdate

"Let's get crafty!"
Start by telling yourself: you're organizing a joint playdate. No, you don't have to drink juiceboxes. Get over the term, because that's what you're doing. This is more literal when the other adults you are gaming with have kids that are coming over, but even if no other kids are involved, you need to have activities in mind for your kids as if this is an organized playdate. Which it is.So think about successful playdates that you have attended with your kid. Was there some sort of structure? What activities were involved? How much did the kids need direct supervision? You need to get this part right. As much as you want to engage in your activity, the kids need to feel like they're engaged in theirs. They should feel that they had a choice in what that activity is going to be to be invested. You probably already know what your kids like, and how to "sell" them an activity. You need to sell this one hard and ahead of time. If it is a DVD, it should be a new one that they are excited about. If it's a craft project, make it something new (preferably one that's not too messy and doesn't involve use of sharp implements helps, too!).  If it's just playing in the yard, suggest a game or provide some new challenge. Even a sheet of butcher paper taped on a table and a bucket of crayons can be fun.


Don't forget the food!

So... kids get hungry. True story. Adults do, too. And if you're going to be sitting down for long enough to play a boardgame, the likelihood of this happening is... yeah, it's going to happen. My advice is to have this scheduled and the food prepared ahead of time, something that can easily be eaten at the game table, that the kids don't object to, and that doesn't require a massive cleanup. Spaghetti? Bad choice. Pizza? Better. Add snacky finger food to the mix and you are golden. This all works especially well when a lunch/dinner time is scheduled and everyone knows there'll be crackers, apple slices and string cheese or something until then.


Be courteous!

Unsolicited deckbuilding advice...

Perhaps the most important part of this whole thing is courtesy. Be courteous to your guests (or hosts), be courteous to your kids, be courteous to their kids (if relevant), and be courteous in turn-taking. If you get this right, this smooths over just about anything that is going to come up. If you're playing a complex boardgame, don't assume that every other player's turn is an excuse to leave the table. If you have kids around, yes, you'll need to do this every now and then. But if your friends have to spend five minutes every time it's your turn telling you what happened, you may need to reconsider how you're going about things. And don't be snappy with your kiddo if they come to the table needing something! Stopping to take a minute and explain what the cards do may satisfy their curiosity so they will move on. Also, don't be afraid to ask players for a break to attend kids' needs. Everyone will be happier.



Adventures Nearby Babysitting

Do you know who kids think are absolutely amazing? Bigger kids! You know that 13 year old girl down the street who wants to babysit your kids for some extra cash, but is just too young to be responsible for the kids by herself? Why not hire her to watch your kids at your house while you game? We have done this before and it works out really well. And if other people are bringing their kids over, you can possibly arrange beforehand for the other parents to chip in. This is really an "everybody wins!" situation, but it does require a little cash.

Rotating Parental Duties

My wife Angie and I are both gamers, and when gaming is happening, we both want to be at the table. Sometimes, though, we know it's just not feasible for that to happen. Every now and then, one of us will take care of the kids while the other games. If you step this up a little, and you're planning a regularly occurring game day, one excellent way to have a satisfying game is to have one parent of however many participants to rotate being the one who hangs out with the kids. If there are three couples with kids, for example, being willing to sit out one in six games (or whole game days) gets you five others to relax and not worry too much about the parenting. That assumes everyone in the equation is a gamer; if there's a non-gamer spouse among the mix, making an arrangement with him or her ahead of time ("I'll watch the kids while you go out one night if you watch them while I game...") can really be a great setup. 

Know When To Hold 'em

"...and this is where Daddy crushes those other chumps."
Have little kids? Sometimes, they're going to need to be held. And it's okay to do that at the game table; your gamer buddies know you're a parent. So long as the kid is happy to be there, is quiet and not interfering with the game. There have been plenty of times that I've had a sleepy or curious little person in my arms at the table. But please keep in mind that this is not the same as giving your child your full attention. There will be times when your child needs your attention, and these are times when you need to excuse yourself.


Know When To Fold 'em

Ideally, you step away before this happens...
Then there will be times when you, as a parent, just need to know when to throw in the towel. Nobody likes walking away from a game, but a child's needs must come first. Identifying those times when a child needs your full attention are important. If your parenting  "spider-sense" tells you that your child is about to have a meltdown, you're probably right. I know from experience that ignoring those signs and trying to play through makes everyone miserable. So do everyone a favor and when that happens, bow out early. At the end of the day, the meeples won't mind and the people should understand.

Winding Down



After all is said and done, I recommend spending a little extra special time with the children. If you make this a habit, they will be more likely to behave during your gaming when they extra attention will follow. Snuggles, stories... whatever you do to show them you appreciate them.

I hope this helps! Adequate planning can get you back to the table and enjoying playing games once again. I don't think I even need to say that this isn't an exhaustive list. So... how do you make your game days fun for everyone? What are your best tips? I'll tell you what... leave a tip for making a game day great, and I'll tip you one GeekGold on BoardGameGeek. Be sure to leave your BGG username!

Tuesday, December 18, 2012

Gaming For The Holidays!


by Randy


Happy Holidays!

The Growing Up Gamers crew is getting ready for Christmas! As usual, our gift giving is heavily influenced by our gaming hobby. Sadly, I'm not going to ruin any surprises for people on our list (but we'll post pictures after the holidays of some fun game-inspired projects we've been working on!). But I will say that I hope those of you reading are enhancing your holidays with games. For parents out there, you're probably on board already if you are reading this blog, but in case you do need some convincing, here's 10 Reasons to Game With Your Kids.

You're probably already giving someone some games, though. And even if you aren't, you still may be playing some games with family members. Maybe for the first time! Julian wrote a great post about teaching games to people. It's full of useful tips for getting people to the table and gaming, and making that experience fun.

If you're gaming with the kiddos, the above tips are great, but this article by Angie is where it's at. She gives some excellent advice and considerations for gaming with the little ones. We've been playing games with our kids for years, starting very early and Angie really has some great observations to share. Common sense + teaching experience = WIN.

And also, if you happen to be into Magic: The Gathering (like us!!!), and introducing that game to others in on your agenda, you should check out this other article by Julian about Do's and Don't's For Teaching Someone To Play Magic the Gathering. Magic can be a complex game, but it doesn't have to be. I'm of the opinion that one of the Duel Decks sets would make a great gift, but make sure you take a look at that article first. Supplementing that with a couple tailor-made simple training decks could really get them up and running before introducing them to the wonderful complexity of the game.

And I want to wrap things up with a shout-out to our pals at the Wired GeekDad blog. I recommend following them (as well as our friends at GeekMom). GeekDad Jonathan has 5 Gaming Tips for the Holidays you might want to check out. The GeekDads & GeekMoms always have some great & geeky stuff up, so pop over sometime.

I hope each and every one of you has a wonderful holiday season! Spend some great quality time with your family and friends. We encourage you to play some games while you're at it  (make it a new holiday tradition!) but whatever you do, have fun and be safe. And if you have some holiday gaming tips of your own, please share them with us!

Monday, December 17, 2012

That's How I Role: Day & Night


By Randy
@coffeeswiller

The Pathfinder character below is one that I custom-made for the winner of an auction for the Jack Vasel Memorial Fund that ran on BoardGameGeek. After winning the auction, he challenged me to make a character that had different powers during the day and at night. He seemed to like what I came up with, which is a Mystic Theurge with an interesting but integrated dual nature. I hope he gets a chance to play this character, and I hope you all like it. During the process of making this, I made use of the D20 PFSRD, an excellent resource for open-source Pathfinder material. For those counting, Devin is a 20-point buy. 

Devin Renzik
Cleric of Sarenrae (Separatist ) 3 / Wizard (Shadowcaster) (Fire Elementalist) 3 / Mystic Theurge 2
STR 8, Dex 14, Con 10, Int 18, Wis 16 [18], Cha 13
HD 3d8 + 5d6 +3  HP  41
BAB +4
Armor Class  20   [+2 Dex, +6 armor, +2 Deflection], Resist Fire 5
Saves Fort +5 Ref +5 Will +11
Skills Knowledge (arcana) +15, Knowledge (religion) +15, Stealth +18, Knowledge (history) +20, Diplomacy +12, Spellcraft +15, Perception +12
Feats  Skill Focus (Stealth), Arcane Armor Training, Scribe Scroll, Eldritch Heritage, Theurgy, Spell Penetration, Blind-Fight
Traits Magical Knack (Wizard), Indomitable Faith
Combat
MW Sickle +4 1d6-1  20/ X2
MW Light Crossbow +7  1d8  19-20/X2

Domains Night (effective level 1st), Sun

Spells
Cleric [Caster level 5, DC 14 + spell level]: 0—4, 1st—4+1, 2nd—3+1, 3rd—2+1

Wizard [Caster level 7, DC 14 + spell level]: 0—4, 1st—4+1, 2nd—3+1, 3rd—2+1    (Shadow Spells: 3 levels) [Arcane Spell failure 10% if swift action not used for Arcane Armor Training]

Channel Positive Energy 2d6 [4/day, 2d6+3 when used to harm undead, Will Save DC 12 for half damage, channel resistance does not apply]

Wizard spells known:
0: Spark, detect Magic, Read Magic, Message, Open/Close, Mage Hand, Mending
1: Identify, Sleep,  Burning Hands, Dancing Lantern, Grease
2: Dust of Twilight (APG), Darkness, Scorching Ray, Haste, Burning Gaze
3: Dispel Magic, Daylight, Fireball, Twilight Knife (APG)

Languages Common, Varisian, Shadowtongue, Celestial, Infernal, Ancient Varisian

Equipment [33,000gp, expected starting wealth for an 8th level character]
+2 Shadow Mithril Shirt, Headband of Inspired Wisdom +2, Ring of Protection +2, Scholar’s Ring,  Wand of Cure Light Wounds (50 charges), Spellbook, Silver Holy Symbol, Masterwork Sickle,
Masterwork Light Crossbow, 2234gp


Notes:
The Separatist archetype for clerics’ Forbidden Rites feature  allows the character to take a domain not normally available to his deity, which is how this character has the Night domain (Night is a subdomain of Darkness), but loses automatic proficiency with Sarenrae’s chosen weapon, the scimitar. The Shadowcaster archetype for wizards allows the wizard to store a few levels of spells in their shadow in place of the arcane bond feature.

Character background
Devin’s grandmother Calla was a shadowcaster and a casual worshipper of Zon-Kuthon. A twisted person, she sought to infuse shadowstuff into herself to gain power, but was unsuccessful. Or so she thought. She eventually married and had children, all of whom were a bit sickly and only one of whom survived until adulthood, Umbra. Umbra had little love for her mother, for Calla was aloof and neglectful.

Umbra came to learn that she manifested some slight powers over shadow, which initially frightened her. She eventually came to accept this as harmless, but it did worry her enough to seek counsel from the local temple of Sarenrae. Umbra appreciated their kindness and converted, eventually developing a personal philosophy about the symbiotic relationship of shadows and light, which she later imparted on her son, Devin.
Devin grew up worshipping Sarenrae, and influenced by his mother's beliefs. Though he found his views to not be entirely aligned with the clergy of their provincial temple, he was allowed to study there and eventually become a cleric. Upon ordination, he had all but abandoned his heretical views, but a couple things happened.

First, Devin started to manifest the powers over shadows his mother had. And shortly thereafter Calla died, and he inherited a book from her which turned out to be her spellbook. He sought answers in that book, some of which he found. He also found that he had a knack for the incantations he discovered there. To reconcile this with his faith for Sarenrae, he fell back on his mother's beliefs with fervor, believing himself to be a living embodiment of Sarenrae's dual nature as both the light, and the shadows she creates.

And with that, Devin has taken to wander to seek evidence of his revelations and spread his message. He has already seen in a vision that the chosen weapon is the sickle (which he refers to as "the eclipse"). To this date, he still is unaware of his grandmother's Kuthonite faith, though it would matter little to him. His daily routine, which may differ on the road, is to pray to Sarenrae at dawn and study at dusk.


Friday, December 14, 2012

Good Causes & the Value of "Quirky"



by Randy

Hello, readers!

A couple weeks ago I wrote about an auction on BoardGameGeek for the Jack Vasel Memorial Fund. The Growing Up Gamers/Escapade Games crew stepped up and contributed a couple things, and we're proud to say that with the help of the generous buyers, we were able to raise a little money for this great cause. We hope the JVMF is able to be a force for good and help many gamer families in need for years to come. I hope you all take a moment to look at the JVMF and its mission, and if you are the type who plans charitable giving for your year in advance, consider this as a recipient.

So what did we put up? Well, first, and probably the most interesting, Angie and Julian offered up an opportunity to contribute to their game, Story Realms. The winner of that item is going to be designing a custom Enemy or Ally Lore Card for the game... in addition to getting a copy of the deluxe set (available for preorder here). How cool is that? Not only an awesome game... but one they got to contribute to!

And second, a generous guy took my offer to create a custom-made Pathfinder RPG character to his specifications. I had a lot of fun with this one! I just love making characters. You can see the results of this one here. He gave me permission to share this with everyone, and I hope you find it entertaining. In addition, I want you to consider one more thing.

Everyone has their own skills and passions, and these things are not always easy to put a price on (should one even want to). Sometimes, though, like in the case of this auction, it may be worth the effort to offer up one of your skills as a service, or something you have made, or something else along these lines. I saw a few amazing-looking handcrafted things up for auction, for instance. I just want to point out that you don't need something from a store shelf nor be a game designer to participate in something like this.

I want to challenge our readers a bit, too. When was the last time you made something for someone else, or offered a minor service? How about you try doing that in the next month or so? A lot of people I know are doing handmade holiday gifts. For that matter, many are also offering a variety of services from the practical to the absurd online at Fiverr. Take a little inspiration from that the next time your child's school has a fundraiser auction, or a birthday is approaching, a friend or online acquaintance needs a hand, or even just to make an extra few dollars. And then tell us about it!

What I'm trying to say is that not everything of value has a price, and not everything with a price has a value. We are all unique, special beings with our own quirky skills. Gamers, especially... some of us have been rocking "quirky" for decades. Let's enrich each others' lives, and the ones around us. So... what have you made lately?

Friday, November 16, 2012

Good cause alert! Support the Jack Vasel Memorial Fund!


by Randy

There is a charity auction going on right now with only two days left for the Jack Vasel Memorial Fund, an organization dedicated to helping out families of gamers experiencing hardships. It was started by Tom Vasel, host of The Dice Tower. As of the last time I checked, there were 513 items there. All of them are worth a look, but there's one that may interest you...

There's a copy of the upcoming Story Realms Deluxe Set (when it ships in 2013) AND an exclusive opportunity to work with the designers to create a custom Ally or Enemy Lore card that will be fully illustrated and included in the final game! You can contribute to a great cause AND have your creation immortalized in the world of Storm Hollow. Pretty cool, eh?

Check it out before it ends Nov 18th!!!!

Here is the link for Story Realms.

Example of an Ally lore card. 

Also, of much less note, I am auctioning off building a custom Pathfinder character. A tailor made PC for you or a friend, a campaign villain, a cohort or love interest, I'll build it for you. Whatever specifications you want! Here's the link to that. I'm sure you have the know-how to build your own character, but it's for a good cause.

Monday, November 12, 2012

Interview with Derak Morrell, designer of We Are Dead: Zombie Mall Massacre!


by Randy

Craving brains? I recently ran across Derak Morrell, the designer of We Are Dead: Zombie Mall Massacre via social media. I saw the art of his game on Kickstarter and was very impressed. We Are Dead: Zombie Mall Massacre is in the last week of its funding campaign and I wanted to talk to Derak about this game, game design and Kickstarter. Here we go!

--

Growing Up Gamers: Tell me about We Are Dead: Zombie Mall Massacre. What makes this game
stand out among similar-themed games?

Derak Morrell: In We Are Dead players are turned into zombies before the game even
starts and from that their objectives have changed. Instead of a game
where you want to flee or fight the undead, you combat the fleeing or
fighting living. With this game we also avoided the hardcore horror that
can come with a zombie game and went with a more cartoon tongue-in-cheek
art style.

GUG: What came first: the theme, or the mechanics?

DM: I always wanted to do something with zombies. For most of my games they
are theme driven as theme will usually show me what I want the players to
feel or do during the game and then I use mechanics to bring that to life.
With 'We Are Dead' I knew from the start that I wanted the players to be
the zombies and from there used elements that would stage that event.

GUG: I am impressed with the art for this game. How did you find the artists
for the game?

DM: When the game was first being worked on in late 2011 I attended several
smaller comic conventions in Southern California "shopping" for artists.
When I went by Mike Morris and Mike Colins' booth at the Long Beach Comic
Con I pitched them the game and they were excited from the start. A few
emails later and we went into art production.

GUG: One thing I learned is that when you undertake a creative project,
whether writing or designing a game, you have to make tough choices.
Sometimes, that means abandoning a mechanic or sub-theme that doesn't fit.
What was the toughest decision you made in the design of We Are Dead?

DM: In the early versions of the game I wanted the players to control a hero
character and a zombie character, but it wasn't fluid enough for the game.
The heroes fit in better as part of the hand management and as quick
reactions on other players' turns.

GUG: Why Kickstarter? Was crowdfunding We Are Dead your first choice, or did
you try the more traditional approach of pitching the game to publishers?
Why or why not?

DM: I always knew I wanted to use Kickstarter. I love it as a vehicle to gauge
interest in a game and bring a project to life. Starting my own business
has always been my ultimate goal, and I have a roster of games that I've
been developing since I was working as a game designer in the video game
industry.

Kickstarter also allows people to have direct input on a project. The
feedback is great to get before the game is pressed and I wanted to offer
ways for players to be more involved. We have pledge levels where players
can name a card or even help design one for the expansion!

GUG: Who will most enjoy your game?














DM: Tom Vasel compared the feel of the game to 'Kill Doctor Lucky', which I
think points to the casual nature of the game. The game will appeal to
casual players who like to avoid downtime in a game, and of course, great
art.

The game plays best with 3 or 4 players and is a great game to relax and
play. The turns are quick because you never know what another player is
holding; you never know which hero you will face. The game also allows for
aggressive and defensive play styles.

GUG: What is the most important lesson you can give to aspiring game
designers, especially those looking to self-publish?

DM: Do your research. There are so many different aspects to self-publishing.
Not only do you have to flesh-out the game design (which is a skill set
all its own), you have to be a producer. You will have to balance the art
schedule with getting quotes from manufacturers and at some point inject a
marketing plan and schedule. Once all that stuff is line up (after
financing) you have logistics, which if you don't plan for correctly can
ruin all of the effort you put into the other areas if it leads to a
financial burden or you can't get the game into the players' hands.

--

We're looking forward to trying out We Are Dead: Zombie Mall Massacre, and hope Derak the best. I for one am hoping to see him hit all those stretch goals for the player miniatures! Please pop over and take a look at We Are Dead: Zombie Mall Massacre on Kickstarter, or join in the discussion on their entry on BoardGameGeek.