The Forge Reference Project

 

Topic: Card-Based Resolution
Started by: Jay
Started on: 7/26/2004
Board: RPG Theory


On 7/26/2004 at 12:18pm, Jay wrote:
Card-Based Resolution

Hi,

I started this thought in another thread, but thought to start a new thread rather than confuse my prior post with other tangents.

What are your experiences, thoughts, comments on card based resolution? I had read apost about custom decks, sorta like CCGs but where GMs award cards, you don't randomly collect them.

My thoughts were:

- a sucess/failure deck, in which a combination of stats allows you to draw a certain number of cards which describe "levels" of success or failure.

- weapon/defense decks, in which certain combat moves and blocks are found. Example: a bladed weapon might have strikes and parries. A combination of stats details how many cards you can hold at one time, how many you can draw, and how many you can play.

- magic decks, in which "components" are found. A character can play combinations of cards to achieve certain results... again, stats determine how many cards can be held, how many can be drawn, and played.

I like the strategic elements of many card games, and am wondering if this sorta RPG/card game idea has been tried or done elsewhere?

I also like the idea of "duels" in which players describe their moves as they play cards... the card gives the general move (vertical slash), and they elaborate on it narritively?

Does this appeal?

Cheers

Message 12121#129456

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/26/2004 at 1:50pm, JimmyB wrote:
RE: Card-Based Resolution

- weapon/defense decks, in which certain combat moves and blocks are found. Example: a bladed weapon might have strikes and parries. A combination of stats details how many cards you can hold at one time, how many you can draw, and how many you can play.


You might want to take a look at Lunch Money, or one of its variants for a good example of this mechanism. Using one of these games as a system would be interesting to see.

- magic decks, in which "components" are found. A character can play combinations of cards to achieve certain results... again, stats determine how many cards can be held, how many can be drawn, and played.

The only thing that comes to mind as an example of this at the moment would be Once Upon A Time.

I like the duel idea, but wonder whether it would be simpler to build an RPG around a pre-existing card game than try to develop a custom deck specifically for the game. Either way though, it is an idea I'd be interested in playing.

Message 12121#129460

Previous & subsequent topics...
...started by JimmyB
...in which JimmyB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/26/2004 at 2:14pm, Vaxalon wrote:
RE: Card-Based Resolution

Yes, this DOES sound interesting.

There are several RPG's out there that use cards; you'll want to look at Castle Falkenstein's system very closely. Everway uses them, too, but in a completely different fashion from what you describe.

The game you're describing might work best on index cards, where the DM can write up new cards as he needs them. I would also recommend a system whereby the PC's are the onlyl ones "rolling dice" (a la Trollbabe) in order to keep down the number of cards that the GM needs to manage.

Message 12121#129463

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/26/2004 at 2:39pm, Andrew Morris wrote:
RE: Card-Based Resolution

Jay, do me a favor and define exactly what you mean by "card-based resolution." Are you talking about simply using cards instead of dice for a fortune mechanic, or an entirely different system? Are you talking only about custom-made decks, or also systems that use standard (French/international) cards?

I'm a big fan of card mechanics myself, but mostly as a substitute for dice, and purely in theory. I recall an interesting mechanic that used cards a while back -- I believe it was called Danger Patrol. You might want to search for that thread and check it out.

Message 12121#129465

Previous & subsequent topics...
...started by Andrew Morris
...in which Andrew Morris participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/26/2004 at 3:16pm, Jay wrote:
RE: Card-Based Resolution

Thanks JimmyB, Vaxalon and Andrew,

I am checking out the games mentioned.. I was thinking of only custom decks.. not standard cards.. although I suppose you could conceivably use a standard deck for success/failure...

I was thinking of three "resolution" system...

1. Actions (like lift boulder) would use a success deck.. whereby your statistics (ie: Body-Power) would determine how many cards to draw. Say you had a stat of 2... you could pick 2 cards.. you draw "Pitiful Success" and "Not Pretty but Accomplished"... you then "play" the better of the two to succeed at what you want to do...

2. Combat.. would use "Weapon" decks... your stats determine how many cards you can hold in your hand (Endurance), how many you can draw at a time (Skill), and how many you can play (Skill/Power)... ? The deck would contain "Maneauvours" like "Dodging".. "Attacks" like "Angled Slash - Right"... "Defenses" like "Horizontal Parry - Left" and "Specials" like "Roundhouse Flying Beserker Rage of Terror... " er.. or not ;)

Basically each move is basead of attacking or defending the 6 zones of melee combat (if you fence you know these.. ).. each of the attacks has a perfect defense, an ok defense, and a non-defense.. you loose a "counter" for each time you cannot defend an attack?

3. Magic... I am still working on this.. I don't personally like the D&D style "spells" system.. but I was thinking about some sort of component based system.. whereby the mage can use any of the components in the deck to "build" spells then success deck is used to figure out if it works..?

I am trying to figure out how to keep the cards to a minimum, but still have enough variety to make it interesting... then again.. I like lots of cards.. besides.. as I am doing this for fun.. I would make PDF printable card sets made to print onto an Avery index card template or something?

Thoughts?

Message 12121#129473

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/26/2004 at 7:13pm, M. J. Young wrote:
RE: Card-Based Resolution

There was a fantasy swordfighting game long ago that used cards; I can't think of the name of it right now. I received a copy of one of the books as a sample of the printer's work back in '97, which was my first encounter with it, and I never saw the cards but they were mentioned in the book). I have since seen it mentioned and praised by Ron and others, and I think it did something similar to your combat idea.

If I think of it, I'll come back.

--M. J. Young

Message 12121#129501

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/26/2004 at 10:37pm, dewey wrote:
RE: Card-Based Resolution

Hi Jay,

You should definitely have a look at Dragonlance 5th Age.

In it players draw eight cards at character creation and assign them to attributes.
During play, everyone has (I think) three cards in hand, and can (or must?) add a card to an action. If the card has a corresponding suit, it's worth more. There are eight suits all, and the closer the card's suit to the attribute used in the action, the more bonuses it confers. I don't remember exactly, and I myself don't have the book, but I remember it was stylish, dramatic, and fast. Also needed lots of narration.

Message 12121#129542

Previous & subsequent topics...
...started by dewey
...in which dewey participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/26/2004




On 7/27/2004 at 1:29pm, Zoetrope10 wrote:
RE: Card-Based Resolution

There was a fantasy swordfighting game long ago that used cards; I can't think of the name of it right now.


Not Lace and Steel was it?

René

Message 12121#129646

Previous & subsequent topics...
...started by Zoetrope10
...in which Zoetrope10 participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/27/2004




On 7/28/2004 at 5:58am, M. J. Young wrote:
RE: Card-Based Resolution

Zoetrope10 wrote:
There was a fantasy swordfighting game long ago that used cards; I can't think of the name of it right now.


Not Lace and Steel was it?

René

Yes. Didn't that use cards to resolve combat? As I say, I never had it or played it--I perused one rulebook and realized that I didn't have necessary components for play, which my recollection says included a deck of cards, but it's a very slight exposure quite a few years back.

--M. J. Young

Message 12121#129839

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 10:09am, simon_hibbs wrote:
RE: Card-Based Resolution

One problem with an aproach like this is consistency of the characters. Suppose I think of my character as a sneaky, deceptive sort that uses a lot of feints in combat. A 'symetrical' card-based resolution ssytem might mean I've got just as much chance of getting a 'Feint' card as anyone else. You might need some mechanism for allowing character's personal foibles to feed into the system.

I am favourably inclined towards resolution systems that use cards, I've written and run one that uses an ordinary deck of playing cards and it's worked very well (IMHO). In my game cards replace dice because the value of the cards take the place of rolling random results. they also replace 'fate points' and such because the player can choose how to play them, so they're a resource too, thus neatly unifying these two concepts in what I feel is an elegent way. I have considered using cards in more complex ways, but have always hit problems doing so.

If cards represent permanent, or persistent attributes of a character then that information is probably better noted on the character sheet. Keeping a set of cards along with the character sheet is inconvenient. If cards represent the ptential for specific actions or behaviour, then might this de-personalise the characters? Suppose I want to play a sneaky character, how do I make sure I get plenty of 'sneaky' cards?


Simon Hibbs

Message 12121#129865

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 11:25am, Jay wrote:
RE: Card-Based Resolution

Thanks for the reference (Lace and Steel), I have been researching :)

As to the point of character depersonilzation... yes, I have been facing this problem.. one of my thoughts was that each player has their own deck, which is tailored to their character.. here are some of the complexities I am looking into:

- Multi-weapon combat.. (maybe alows for each "hand" to be played independently)

- Combat "style"... (I have been looking into "style" based decks... obviously a samurai fights deferently than a knight.. a thief fights differently than a monk.. or maybe not ;) ... )

Drawing from some of the interesting aspects of CCGs... I thought players might like to "build" decks to suit their characters.. ie: as a thief, I might want more tumbles and sneeks etc... but as a mercenary brawler I just want to SMASH! ;)

Does this add too much complexity?

As for character attributes.. these I want to keep on a character sheet... the only exception I can see is "health" which I have always favoured tokens for.. my personal choice is class tokens (those nice smooth flattens glass pieces).. but thats just my prefernece ;)

Cheers

Message 12121#129868

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 1:51pm, TooManyGoddamnOrcs wrote:
RE: Card-Based Resolution

Mein Gott... if some genius had this idea six years ago, using Rage cards as an optional combat system to Werewolf. Value added plus hobby incest equals profit.

Message 12121#129885

Previous & subsequent topics...
...started by TooManyGoddamnOrcs
...in which TooManyGoddamnOrcs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 2:00pm, Jay wrote:
RE: Card-Based Resolution

Hrm.. that raises an interesting point TooManyGoddamnOrcs... maybe using a "simple" card-based success/failure deck with an optional expanded combat deck system would be a more flexible way to go?

Message 12121#129886

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 4:39pm, Ron Edwards wrote:
RE: Card-Based Resolution

Hello,

Quickie reference: What are some RPGs that use playing cards?

There are some older threads that really go into nuances about card-based RPG resolution, but I haven't managed to dig'em up yet.

Best,
Ron

Forge Reference Links:
Topic 9230

Message 12121#129921

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 5:37pm, John Kim wrote:
RE: Card-Based Resolution

TooManyGoddamnOrcs wrote: Mein Gott... if some genius had this idea six years ago, using Rage cards as an optional combat system to Werewolf. Value added plus hobby incest equals profit.

Are you aware of Changeling cards? The first edition of Changeling: The Dreaming used a special card deck for faerie magics. However, my impression was that it went over like a lead brick and it was abandoned in the second edition. Other collectible-card RPGs from the time include Dragon Storm (1995) and Everway (1995).

Message 12121#129934

Previous & subsequent topics...
...started by John Kim
...in which John Kim participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 6:28pm, Jay wrote:
RE: Card-Based Resolution

I was aware of Changeling 1st Ed... I am a predominantly WoD / Storyteller player/gm.. however, from my experience the "system" of Changeling 1st Ed had more to do with it than the cards.. what is your impression? Game or Cards?

That and perhaps the combination of dice and cards kinda adds "another" layer to things, as opposed to simplifying them?

Message 12121#129939

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 6:56pm, Vaxalon wrote:
RE: Card-Based Resolution

Everway didn't use its collectible cards for mechanics.

Message 12121#129945

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 9:39pm, M. J. Young wrote:
RE: Card-Based Resolution

Jay wrote: Drawing from some of the interesting aspects of CCGs... I thought players might like to "build" decks to suit their characters.. ie: as a thief, I might want more tumbles and sneeks etc... but as a mercenary brawler I just want to SMASH! ;)

It's not a bad idea, but it is a difficult one. I hope I can elucidate a complicated problem inherent in it.

CCGs tend to be very gamist, to the point that some attribute the rise of the popularity of narrativist play to the exodus of gamist players into the CCG ranks. (That's not demonstrable, and I don't agree.) This is because such play is often both strategic and tactical--both deck building and card play are important in winning.

In CCG design, cards have to be carefully considered so as not to "unbalance" play.

The problem you face in a design as you're proposing isn't that it wouldn't work, but that you would have to put a lot of consideration into preventing one strategy from being clearly dominant. It's fine to say that one player likes to smash things while another prefers tumbles and sneaks, but if one approach consistently works better players are going to discover that and take that course to the exclusion of the others.

There are two "simpler" ways of handling this problem.

One is to make all the cards mechanically identical, with the difference being strictly color. Thus a parry and a tumble would have the same mechanical effect, a thrust and a backstab also, with no real difference in how they worked mechanically but different descriptives in play.

The other is to carefully balance each category of character type so that they were particular strong against each other. A fighter type is powerful against a thief, a thief against a priest, a priest against a wizard, a wizard against a fighter, or some similar arrangement.

Even with this, if it's not a requirement that players restrict themselves to cards that fit their character concept, you'll get best cards and best card play combinations emerging, probably in unanticipated ways.

I hope that helps.

--M. J. Young

Message 12121#129969

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 10:12pm, Jay wrote:
RE: Card-Based Resolution

Thanks M.J....

You raise some very interesting and valid points that I have in fact been grappling with.... and I believe you have related some solutions I have been pondering...

I am going to propose my idea and would like very much for your (and others thoughts):

1. My premise is that the "actions" that the cards describe... "Thrust", "Tumble", "Left-Angled Parry" etc... are suppose to "facilitate" the narration of a combat scene.. meaning that "rewards" (XP, advancement whatever...) might be more tied to the "story" that the cards help create, rather than on simple results.

As such, my first thought was to have most cards mechanically the same. So I very much was glad to read your suggested solution of the same nature... it "validates" my own thoughts I suppose ;) So thanks!

In truth, there may only be 6 "True" attacks, and 6 "True" Defenses, and 6 "True" dodges, for a total of only 18 "True" actions. But there may be a greater number of descriptive "flavours" (Canuck alert).

2. Class balance... this might not work "for me" as I wasn't planning on classes.. I actually dislike class based systems.. I prefer attribution based.. meaning.. everyone in the game has the "potential" to use magic for example.. its just a matter of training, talent, etc.... there is no "mage" class, or "fighter" class... but thats just my preferences leaking into the system ;)

3. Gamist, strategy and tactics... I suppose if you eliminated all of the narrative facilitate crap ;) it could boil down to a simple gamist game... if thats how someone wants to play, then I cannot exactly stop that... other than to stick to my "facilitation" mantra ;)

But I think that strategy and tactics are part of the appeal to cards... it adds an extra element to pure randomness I think... which is very true to combat in many respects... there is alot of subtle strategy and tactics in a duel.. why not try to add the same "feel" to the system?

I look forward to your comments!

Message 12121#129975

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/28/2004 at 10:15pm, Jay wrote:
RE: Card-Based Resolution

Oh.. on another note.. I didn't think that the game would be fully "player" built decks.. I think as with chargen, these things need to be negotiated with your gm to make sure the deck suits your character as appropriate... why would you have a ninja death deck if you are a scotish highlander and spent your entire life in the highlands and don't even know what a ninja is?

Message 12121#129976

Previous & subsequent topics...
...started by Jay
...in which Jay participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/28/2004




On 7/30/2004 at 3:07am, M. J. Young wrote:
RE: Card-Based Resolution

Jay wrote: Oh.. on another note.. I didn't think that the game would be fully "player" built decks.. I think as with chargen, these things need to be negotiated with your gm to make sure the deck suits your character as appropriate... why would you have a ninja death deck if you are a scotish highlander and spent your entire life in the highlands and don't even know what a ninja is?

One answer might be that those are the only cards you have.

That's more a distribution matter--how do people get the cards in the first place? Are there three thousand cards in the box, with the most popular moves triplicated? Do people buy small starting decks and booster packs trying to get the cards they want? Do you sell Scottish Highlander decks, Ninja Death decks, and so on? You clearly want some customization of characters based on deck construction, but giving the players access to the appropriate cards is a technical problem. (It's probably one of the obstacles to special card based systems--you find you must limit the kinds of cards you use to what you can reasonably distribute.)

The limitation to six types of each of three categories of cards, varied by color outside that, sounds workable. I'm torn between thinking that it's too complex and that it's too simple, so it must be about right.

The reason I think it's too complex is that somehow you would have to indicate on each card how it interacts against the play of any other card, including perhaps itself. Of course, you don't have to do this if in addition to the "color" of the variant there is an identifier (like suit and number) which tells you how to resolve it from the chart--if Attack 3 is played against Dodge 5, this is the outcome. That simplifies your cards, and maybe your resolution, but it also makes the mechanics a bit more transparent, in which case you're going to have to put a lot more work into working out the balance between the eighteen cards. (Opaque mechanics tend to keep more players guessing longer, and so keep the mechanisms from becoming routine. I personally think this is one reason for the popularity of dice pools--no one can easily work out what the odds really are, but they still feel like they're getting better or worse as the numbers change.) So if you've got only eighteen "real" values, and you can tell by looking at the card which it is, the system may become too transparent and too simple.

But it depends still on the details.

If you're approaching the point where you're getting down to details, you might want to start something in Game Design. Let me know if you do, though, because I don't usually follow many threads there.

--M. J. Young

Message 12121#130141

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 7/30/2004




On 8/10/2004 at 10:27am, calebros wrote:
RE: Card-Based Resolution

You can try it with the (now extinct) highlander card game.

A friend of mine attempted it, but he didn't carry the thing to the end.

Message 12121#131631

Previous & subsequent topics...
...started by calebros
...in which calebros participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/10/2004




On 8/11/2004 at 8:18pm, Doug Ruff wrote:
RE: Card-Based Resolution

Hi,

First post, so please be gentle with me...

Although it's nice to have custom decks for duelling, magic etc. the risk is that you can get locked into a single style of play - for example, if all your cards relate to swordfighting, it's hard to translate this into magic use or persuading an NPC.

However, you can get quite a lot of mileage out of a standard playing deck, and it's a lot cheaper too.

Some useful mechanics:

* Use court cards to represent special character attributes; for example, a sneaky character may have one or two court cards assigned to 'backstab' or 'escape', whereas a barbarian could have the same cards assigned to 'frenzy'

* Limit the value of a point card to the characters skill level in a particular activity. For example, if my persuasion skill is 5, and I play a '9' card, it still only counts for 5.

* allow bonuses if you play a particular suit for a particular activity. Dragonlance 5th Age rules allow for this, to give an example

Anyway, I'm looking forward to following this discussion group.

- Tetsuki

Message 12121#131803

Previous & subsequent topics...
...started by Doug Ruff
...in which Doug Ruff participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/11/2004




On 8/12/2004 at 11:36am, Vaxalon wrote:
RE: Card-Based Resolution

At a housecon at Clinton's house a LONG time ago I debuted a trading-based system for generating attributes in Amber. Each suit was one attribute, everyone starts off even, with a whole deck of 52 cards, and people trade cards with each other in order to get improvements to their abilities.

The face cards were things like pattern imprint, trump deck, etc.

Message 12121#131838

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/12/2004