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Indie Game Design
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[Chapter 13 Press] Card Mechanics
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Topic: [Chapter 13 Press] Card Mechanics (Read 628 times)
Dregg
Member
Posts: 132
[Chapter 13 Press] Card Mechanics
«
on:
January 22, 2004, 07:15:08 AM »
I'm currently working on a game that deals with curing ones phobias by facing them in a face to face manner, but that's not what this post is about.
I have been entertaining the idea of using a playing card based mechanic. Basicly 4 stats
Genericly
Health
Skill
Mental
Power/Magic thingie
and each will be tied into one of the suits (Hearts, Clubs, Spades, Diamonds)
The Formula so far would be Stat Number + Numbers on the cards added up to beat a difficulty number set by the GM. Card Hands would be refreshed and drawn on each round, so the action would keep going. Royal cards would give special abilities and so on...
My question is beside Castle Falkenstien, how many RPG's out there have had success as a Card based Mechanic game, and looking at the skeleton of what I'm thinking about any comments?
Dregg
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J. Carpio "Dregg"
Gaming Coordinator I-CON (iconsf.org)
Chapter 13 Press co founder(
www.chapter13press.com
)
Column Writer "Lights, Camera, Action!" (silven.com)
Daniel Solis
Member
Posts: 411
[Chapter 13 Press] Card Mechanics
«
Reply #1 on:
January 22, 2004, 07:31:04 AM »
Check
this thread
for recent discussion of RPGs with card-based mechanics.
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Meatbot Massacre
Giant robot combat. No carbs.
Dregg
Member
Posts: 132
[Chapter 13 Press] Card Mechanics
«
Reply #2 on:
January 22, 2004, 07:37:56 AM »
Quote from: gobi
Check
this thread
for recent discussion of RPGs with card-based mechanics.
Thanks , I'll check it out =)
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J. Carpio "Dregg"
Gaming Coordinator I-CON (iconsf.org)
Chapter 13 Press co founder(
www.chapter13press.com
)
Column Writer "Lights, Camera, Action!" (silven.com)
Luke
Member
Posts: 1359
Conventions Forum Moderator, First Thoughts Pest
[Chapter 13 Press] Card Mechanics
«
Reply #3 on:
January 22, 2004, 08:04:55 AM »
Check out Deliria (i think I am spelling that right). Card based mechanics, plus dice mechanics that mimic cards.
http://deliria.laughingpan.com/mysterium/
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The Burning Wheel Fantasy Roleplaying System
Burning Empires
Mouse Guard
Dregg
Member
Posts: 132
[Chapter 13 Press] Card Mechanics
«
Reply #4 on:
January 22, 2004, 08:19:27 AM »
Quote from: abzu
Check out Deliria (i think I am spelling that right). Card based mechanics, plus dice mechanics that mimic cards.
http://deliria.laughingpan.com/mysterium/
The Dice Mimicing cards part scares me, but I will look...
I'm going through my "Must Design" jones, and the Card concept works for what I'm planning.
Abzu you Da Man!
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J. Carpio "Dregg"
Gaming Coordinator I-CON (iconsf.org)
Chapter 13 Press co founder(
www.chapter13press.com
)
Column Writer "Lights, Camera, Action!" (silven.com)
Dregg
Member
Posts: 132
[Chapter 13 Press] Card Mechanics
«
Reply #5 on:
February 05, 2004, 06:24:28 PM »
I'm revisiting this thread on a couple of thoughts.
I have been strumming over mechanics in my head, and of the possible ways a playing card mechinc could be pulled off.
Every thing in my head lead to a target number, and resolving them in the same manner, then I started to think Diceless. That though was ended quickly (thank God)
Now I have been tossing around the idea of just creating my own set of cards to do what I would allow playing cards to do.
Granted it would give me more control of the outcome, but it takes away from the "grab a deck of cards and gets playing aspect i wanted.
I need to figure out how I want the cards to play into this.
I have looked at some of the other playing card based games and nothing is exciting me.
Mayhap I need to grab some gamers (in a good way) and sit down with a deck and start to brainsotrm.
Just thinking out loud
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J. Carpio "Dregg"
Gaming Coordinator I-CON (iconsf.org)
Chapter 13 Press co founder(
www.chapter13press.com
)
Column Writer "Lights, Camera, Action!" (silven.com)
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