Old Oak Games
CREATOR
about 5 hours ago

Project Update: Designer Blog: What I Love About Ink Ribbon

Hey folks, Emmet here. I’m the designer of Ink Ribbon and founder of Old Oak Games. I created Ink Ribbon to be the survival horror TTRPG I’ve always wanted to play, so today I’m sharing three things I love about Ink Ribbon and that I’m excited to see folks experience. Before I dive in, be sure to check out my chat with Ciarán at FOXOF RPG here, which was the catalyst for this little update! And if you haven’t already, be sure to follow the campaign to get a sneak peek at some lovely new art below! As always, don't forget to join our Discord to chat to other Ink Ribbon fans.

NOTE: Last week we said "Six Weeks to Go!", but it turns out I can't count, and it's actually six weeks this week. Whoops!

Combat is Quick and Deadly

Nothing breaks immersion and kills tension like long, drawn-out fights with convoluted rules — especially in a horror RPG. Combat in Ink Ribbon is quick and brutal. Most enemies and survivors will drop or be in life-threatening peril after just a few hits, and supposedly easy fights can quickly become FUBAR. Combat is swingy in the best kind of way, and it’s fast. We use Zones and abstract ranges (Short, Medium, Long) to define a battlefield, which keeps things fluid and keeps the focus on the narrative instead of counting how many feet you are from someone. Doing this also lets the players and GM affect the world by barring doors, shooting out lights, and kicking over explosive barrels. Combat in Ink Ribbon is one of the most exciting and fun parts of the game — as it should be!

Inventory Management

Oooh exciting! Who doesn’t love organisation? But yes, sad to say that one of the most exciting things to me is a well-maintained inventory. Beyond the aesthetic pleasure of seeing your gear neatly lined up, I love when what you bring with you actually matters. Having a limited inventory space means that you can’t just pick up everything you see. You need to make tough decisions about what to take. Sure, a shotgun packs a serious punch, but it takes up two precious inventory slots — slots that you could keep vital healing items in. I also love how a limited inventory encourages cooperation between players, with items being traded back and forth in the most efficient way while also trying to make sure everyone has a weapon in case the proverbial sh*t hits the fan. 

Followers, be sure to check out a well-maintained inventory in our art sneak peek below! 

Legacy Storytelling

One of the things I’m most excited about (and one that I have probably done a terrible job of talking about!) is the Legacy-style element of Ink Ribbon. The intended way to enjoy Ink Ribbon is by playing each scenario as a different group of survivors, with stories happening almost simultaneously across Sparrow’s Rest. This way you can then track where each group was and when on the Sparrow’s Rest map, marking what buildings they explored and looted, and scribbling in how and when characters died. Then, when you play your next adventure, you might witness the aftermath of the first group’s actions, or find the remains of the fallen — or worse, come face to face with the zombified version of your old character!

Alright, there’s a tonne of other reasons I love Ink Ribbon, but I’ve gone on long enough — and I’m slightly biased anyway! So you tell me: what is your favourite thing about the game and what are you most excited for?
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