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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Chapter 13 Press] Card Mechanics  (Read 628 times)
Dregg
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Posts: 132


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« 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


« 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


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« 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
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Posts: 1359

Conventions Forum Moderator, First Thoughts Pest


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« 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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Dregg
Member

Posts: 132


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« 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


WWW
« 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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