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Topic: CCGs and Deck-Based Characters
Started by: Jonathan Walton
Started on: 12/9/2002
Board: RPG Theory


On 12/9/2002 at 7:20pm, Jonathan Walton wrote:
CCGs and Deck-Based Characters

This thread is influenced both by Matt Snyder's "Nine Worlds" concept (yes, Matt, someone was paying attention) and the ideas currently be discussed on the thread on "Pre-Game Fortune."

Consider these three points:

1) The one thing that I really liked about Magic:TG and some of the other CCGs from the fad-era was the ability, if you so desired and if you had enough money/cards, was the ability to give a deck a specific personality/feel. People used to (and I assume, still do) talk about "themed" decks or those that used a specific card-combination as the basis of it's killing power.

2) Seperately, the Changeling-based cardgame that White Wolf produced, Arcadia, tried very hard to reproduce tabletop roleplaying by having cards that represented various character traits. Together, a group of cards would repreent a character, their abilities, their magical powers, their weapons and equipment, etc.

3) If you look at Dragon Dice or other similar collectable dice games, often time a single die will represent a character, with each side being a different part of their combat abilities, generally. So, you roll a sword or a boot-to-the-head or fire-breath or whatever.

Now put all this together and consider the possibility of deck-based PCs...

Take several identical decks of playing cards and build a deck of 30+ cards that represents your character. Hearts represent emotional/willpower, Spades represent quickness/wit, Clubs represent brutality/bluntness, Diamonds represent elegance/charm. All Face Cards and Aces have specific meanings. Is your character full of knavery? You might want to take a whole bunch of Jacks. Etc.

Now, during conflict resolution, you simply draw the top card off your shuffled deck and that determines how you handle the situation. So there's Fortune, determined by what card you draw, but all the cards have be predetermined to be appropriate to your character, based on the guidelines layed out for deck-building.

If you think playing cards are too stright-forward, try it with various Tarot decks, or mix in those cards with normal playing cards. Or allow players to choose from different types of playing cards, each deck having slightly different connotations.

You could have predetermined decks for various common NPCs or monsters. You know that the PCs are going to fight a horde of orcs in this session. Prepare an "orc deck" that you can pull out whenever you need to. Otherwise, create custom decks on the fly from a "bank" of cards (pull three 2's, two 4's, a 6, and a 7; shuffle and go).

I've just been thinking about RPGs traditional reliance on dice and how silly it is, when there are so many other ways to deal with Fortune. Is there any real precedent for this kind of thing? What problems do you all forsee in using these kind of systems?

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On 12/9/2002 at 8:51pm, Mike Holmes wrote:
RE: CCGs and Deck-Based Characters

There have been "real" RPGs made of both card and dice collectable games. A somewhat influential one hereabouts was "Throwing Stones". Click here for a review.

None of these has seen great implementations, IMHO. Fang Langford has also mentioned cards as a nifty idea for an RPG to attract new people. I think it's a good idea, and would like to see a really good implementation. I started one myself, but haven't gotten anywhere with it. Lot's of weird technical problems with card appearance.

Mike

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On 12/9/2002 at 10:12pm, Cassidy wrote:
Re: CCGs and Deck-Based Characters

Jonathan,

I can relate to everything you've said - and I mean everything.

I love cards. Dice are nice but cards have just so many possibilities. Just think of all the great things you could do with all those Pictures and Numbers. Strategies, suspense, luck, there are just so many typical gaming elements that could make use of cards it's easy to get excited and think "if only".

Jeez, Imagine an Amber game where your "deck" is synonomous with your Trump.

One real BIG practical problem for me was, surprise, surprise, the cards themselves.

Yeah, I could just use normal playing cards. But isn't that limiting? Any game design you work around a normal deck of playing cards is going to be restricted by the fact that they are just that - playing cards.

I always thought the idea to be practical but a bit gimmicky.

The cards NEED to be evocative of the game itself, whatever that may be. They need to make sense. Look good. Feel right. Playing cards just don't cut it really. You need pictures, words and numbers on the cards. Just think what words could liven up player narrative.

I guess you could tweak an existing CCG and with a lot of thought and use those as your cards. Again though, I'd still feel as if it were still a bit of a gimmick and resticted. A bit like trying to fit a round peg into a square hole if you know what I mean.

If I were going to do the idea real justice then I would feel an over-riding need to do it right.

Ideas first. Playtesting with mock cards. More ideas. More playtesting. More ideas.

Eventually with luck you might end up with somethng that actually workable.

Then the practical bit. I need my own cards. I just would. Proper cards, that look great and that are pertinent to the game. That would mean a great deal of time spent designing some on my PC. Again feasible, (i've tweaked some LOTR cards in one of my more deluded moments) but it's bloody time-consuming. Print them out on card, good stock card. Colour print cartridges. Cut them to size. Put them in little plastic sleeves and away you go. Playtime.

Time spent thus far? Dunno, lets be optimistic and say 6 months assuming that it's a part-time thing, a labour of love as it were.

Probably cost about $150, for a do-it-yourself print run of say about 500 cards?

That's a lot of time spent (and some money) creating a game that's likely to be played only by my group. Much as I love my hobby the investment in time and effort would be far too much even IF the game was a resounding success among the players.

However, if I were looking at this as a commericial venture with the aim being to produce a viable retail product then the effort might be financially very rewarding.

I'd love to be able to do something like that. While I'm not short on ideas I have the Storyteller equivalent of 2 dots in resources and 1 dot in time.

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On 12/9/2002 at 10:14pm, bluegargantua wrote:
RE: Re: CCGs and Deck-Based Characters

Jonathan Walton wrote:
1) The one thing that I really liked about Magic:TG and some of the other CCGs from the fad-era was the ability, if you so desired and if you had enough money/cards, was the ability to give a deck a specific personality/feel. People used to (and I assume, still do) talk about "themed" decks or those that used a specific card-combination as the basis of it's killing power.


Ah, the Ornithoper Deck....I remember you well...


Now, during conflict resolution, you simply draw the top card off your shuffled deck and that determines how you handle the situation. So there's Fortune, determined by what card you draw, but all the cards have be predetermined to be appropriate to your character, based on the guidelines layed out for deck-building.


Does it determine what you do or how well you do it? Both? Personally, I'd prefer to be able to pick my own response to any given situation.


I've just been thinking about RPGs traditional reliance on dice and how silly it is, when there are so many other ways to deal with Fortune. Is there any real precedent for this kind of thing? What problems do you all forsee in using these kind of systems?


Note -- I soured on CCGs real fast (much to my wallet's relief) so I'm probably somewhat biased.

I've already mentioned that people may not like having their responses determined at random. This may be less of a factor under the right circumstances. The game's premise may support characters who behave in somewhat random ways. It might be better to have a hand of cards so the player has some options.

Actually, you could play into that a little bit and suggest that when a conflict or problem arises, the group must determine how to resolve it. Each player can "bid a suit" to influence the choice. So if I've got a lot of Hearts, I'll want to lead Hearts. If I've got a lot of Clubs, I want to try and stop that. If I've got a little of everything...mabye I want to partner with a winner, or have lots of high cards to play against the problem or soemthing...

I'm not sure here because the logical next step is to have people play cards against the GM and "take tricks" with some sort of benefit for those who take the most, a penalty for those who lose and a big penalty for people who won the bid but couldn't cover it. I'm just composing as I go so I don't know how it would all work out, but it's an idea.

Statistician freaks will quickly point out that the system isn't completely random unless you shuffle the deck after every draw. This will likely be impractical or inconvenient during play. By not doing so, the draws become less random over time and card counting becomes a great meta-ploy.

I'd almost certainly get away from regular playing decks unless the game's setting is appropriate (Wild West, Gambling, etc.) and I'd avoid the Tarot deck or at least drop the Major Arcana because that's about two dozen special cases I have to memorize. Far better, I think to come up with a custom deck (even if it's a thinly veiled playing deck) to help set the mood.

Of course, I've completely forgotten to mention the SAGA series used as the basis of the last Dragonlance RPG and Marvel RPG. Nine suits from 1-10. You tried to play as high as you could on-suit. The suits represented different attributes plus the Dragon suit which was just all bad. Character creation involved drawing cards from the deck and arranging them to create your character. That was pretty wild since on a good draw you could swing swords, cast spells, disable locks, and charm the masses, while on a rotten draw you couldn't get out of bed without injuring yourself. That system was really pretty interesting and it's worth a look-see (and you'll find it in the bargain bin to boot!). There was no "character-deck" like you're suggesting, but it's a great source of ideas.

later
Tom

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On 12/9/2002 at 10:56pm, Cassidy wrote:
RE: Re: CCGs and Deck-Based Characters

bluegargantua wrote:
Note -- I soured on CCGs real fast (much to my wallet's relief) so I'm probably somewhat biased.


You're probably wealthier than I am then :)

bluegargantua wrote:
I've already mentioned that people may not like having their responses determined at random. This may be less of a factor under the right circumstances. The game's premise may support characters who behave in somewhat random ways. It might be better to have a hand of cards so the player has some options.


A hand of card means more options and could enhance the ability of a player to influence play. Maybe a less than full handsize could be rationalized as meaning that your character is 'hurt' or 'hindered' in some way.

bluegargantua wrote:
I'm not sure here because the logical next step is to have people play cards against the GM and "take tricks" with some sort of benefit for those who take the most, a penalty for those who lose and a big penalty for people who won the bid but couldn't cover it. I'm just composing as I go so I don't know how it would all work out, but it's an idea.


Assuming that the goal is to create an RPG that uses cards I would try to disguise or mask the use of of traditional card game elements like bids, trumps, suits, tricks, etc.

I'd be concerned that if those elements are obvious or significant aspects of gameplay then it may convey the impression that the players are playing a card game.

They may then start treating the game like a card game and not an RPG.

The 'trick' for me (no pun intended) would be to merge some of the gamist and strateagic elements in found in traditional card games whilst still retaining and ideally emphasizing a free-flowing style of play that is common in many traditional RPGs.

I'd love a game where the cards are used to "create" or "guide" gameplay rather than being there to impose rigid controls on the actions of players.

By the by, "Once Upon a Time" is a great game (not an RPG mind you) that uses cards to create on the fly stories.

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On 12/10/2002 at 3:11am, Eric J. wrote:
RE: CCGs and Deck-Based Characters

That's it. I'm going to do this. I am good at CCG and RPG design. I've toyed with this before, but I think that I can go through with it. Think about it. I'll use a generic fantasy setting (I mean a setting that is new and not clique but doesn't entail any unique premise), and the card game will symbolize duels. I will report when I can ;).

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On 12/10/2002 at 4:07am, Le Joueur wrote:
Yes, That's Me

Mike Holmes wrote: Fang Langford has also mentioned cards as a nifty idea for an RPG to attract new people.

It's been slow going on my project also. Here's what I've gotten written out so far.

My concept is that the game is a 'combat game' where you manage a number of resources, like Combat Advantage, an expendable Power Stat, and Hit Points; you use a number of chains of cards to 'build up' an attack or turn a defense into an attack. Your hand limits your choice of moves (some special skills and weapons can be revealed during play). The rest of the game (outside of combat) is about building up the Experience Dice to fuel the combats. (Spell and superpower cards will have uses outside of combat and I'm still undecided about non-combat skill cards.)

I take part of my inspiration from a number of DVD combat sequences (like Darth Maul and the Jedi in the Hangar) that I can step through one frame at a time to reveal the choreography of cinematic combat.

I still don't know if it will go anywhere in terms of 'attracting' CCG players to role-playing gaming, but it's been a kick to develop.

Fang Langford

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On 12/10/2002 at 5:22am, Ron Edwards wrote:
RE: CCGs and Deck-Based Characters

Hi there,

One of the most interesting developments in the hobby in the mid-90s was the subtle shift in the meaning of the first "C" in "CCG." Do we mean ... collectable? ... or customizable?

I think the latter is a wonderful thing. I also love the idea of a character - or better, a whole bevy of "play-action options," ranging from character actions to metagame events - defined as a deck, expressed time-unit by time-unit as a hand of cards. I'd play a game like that in a shot.

But the former? We have a solid decade, now, of belly-up projects to look back upon.

I wouldn't want this discussion to get off track by any confusion of collectable vs. customizable. I trust we're talking about "customizable" specifically? Correct me if I'm wrong.

Best,
Ron

P.S. I think that both Throwing Stones and Dragon Dice were fascinating game designs; the latter, in fact, is one of the few wargames that I've ever liked. But I also think that their collectable aspect was disastrous, in terms of both design and marketing.

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On 12/10/2002 at 6:06am, Jonathan Walton wrote:
RE: CCGs and Deck-Based Characters

Total agreement with Ron, here.

The whole "collectability" issue is what turns games from something you enjoy playing into something you enjoy owning. Not interested in the latter, personally. While the original CCG craze did see some latecomers (like Chaosium's Lovecraft-based card game) that emphasized deck-building over card-buying, it was woefully absent from much of what went on. Only people with a ton of money to invest in a game could actually do serious deck-building.

The whole reason I started by talking about using multiple decks of standard playing cards is because they're cheap and easy to obtain. Honestly, the whole concept of "indie CCGs" is flawed unless the first C means "customizable." "Collectibility" only works when there are a bunch of other people interested in the game and there is a standard stream of new cards coming out, both of which are going to be hard for indie publishers to come by.

I created this thread to discuss how specially-crafted decks/hands of cards could be used to simulate in-game entities (specifically, characters, but, like Ron said, it could include other things as well).

Another issue... I think it's a shame that most CCGs are designed to be competative, with a clear winner and loser (because "that's the way card games work") while most RPGs are designed to be cooperative, with no clear winner or loser (because "that's the way roleplaying works"). Things like Rune have shown that it's okay for RPGs to be competative (though few have followed its lead), but I can't recall many non-competative card games.

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On 12/10/2002 at 1:50pm, Eric J. wrote:
RE: CCGs and Deck-Based Characters

My game will primarilly be gamist, and I think that I've coming along nicelley.

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On 12/10/2002 at 2:32pm, Le Joueur wrote:
Role-Playing Games are a Real Winner

Jonathan Walton wrote: while most RPGs are designed to be cooperative, with no clear winner or loser (because "that's the way roleplaying works").

Only "clear" as far as 'defined by the rules,' role-playing games lend themselves to 'winning' at user-defined (and often changing) goals; otherwise you couldn't do anything successfully.

(I never liked the 'there are no winners in role-playing games' mentality.)

Fang Langford

p. s. As far as 'describing a character with cards' goes, in Scattershot's CCG you play a base card (just Stats and a few skills/Advantages/Disadvantages) along with Martial Art style cards, Magical Specialization cards, Disguise cards, Equipment cards, and even single skill cards. Many of these can be 'held back' and only revealed as needed. Is that what you were thinking of?

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On 12/10/2002 at 3:43pm, Mike Holmes wrote:
Re: Role-Playing Games are a Real Winner

Le Joueur wrote: p. s. As far as 'describing a character with cards' goes, in Scattershot's CCG you play a base card (just Stats and a few skills/Advantages/Disadvantages) along with Martial Art style cards, Magical Specialization cards, Disguise cards, Equipment cards, and even single skill cards. Many of these can be 'held back' and only revealed as needed. Is that what you were thinking of?


Um, why bother? That is, in my first stab at the idea, I started going along with somthing like this. But very quickly I realized that I was just creating a way to record a character, and a poor one at that. I mean, cards are just clumsy. They have certain advantages, but if they are just enumerating a character, that's not taking advantage of any of them. Enumeration in the traditional manner, writing on a page, is much more efficient (don't have to search for he card you need) and effective (finding the stat you need is as simple as looking at a sheet, as opposed to having to sort through cards that, even if laid out neatly can get disturbed).

Patently the cards need to do something else. The traditional use of cards is to have a "hand" of them drawn from the deck. But that leads to weird assumptions as well. If you only have access to a few cards at a time, and the deck isthe totality of the character, then you don't have access to all the character's resources at once. Which can be rationalized to an extent, but not to the extent that most hand constructions would indicate.

The whole "hold back" option sounds like Gamism to me, possibly Sim. In the latter case, however, the enumeration problem springs up in spades. Shouldn't the player have access to all their abilities at once? If so, isn't it easier to just list them on a page? The Gamist option may work, however. But it's not what I'd be looking for, personally.

All the most basic options seem broken to me. There has to be something much more complex about how it works for such a game to take advantage of the design of cards, and to enumerate characters effectively.

I've got some theories, but nothing particularly coherent. So I'll leave it there for now.

Mike

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On 12/10/2002 at 4:00pm, Jared A. Sorensen wrote:
I am a banana!

Mike Holmes wrote: All the most basic options seem broken to me. There has to be something much more complex about how it works for such a game to take advantage of the design of cards, and to enumerate characters effectively.


One of the ideas I had when I wrote Sex & Violence (which, granted, needs a lot of work) is that the character is represented by cards. Not just the "hand" component (like in Castle Falk. or Dust Devils) but also in terms a separate group of cards used to define the character (in this case, you take out all the Face cards and use them to create your character, then the remaining cards are used to generate a hand, which becomes an expendable resource).

http://www.memento-mori.com/sex in case you wanna review it (er, check it over...not like, "review" it).

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On 12/10/2002 at 4:35pm, Mike Holmes wrote:
RE: CCGs and Deck-Based Characters

This starts to solve the problem, Jared, but only partially. The only advantage to this method is that the unused cards become something else. Which is cool as far as it goes, but ceases to be interesting as soon as you start playing. Now, if the resources could become part of the character on the table, somehow....

Mike

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On 12/10/2002 at 5:48pm, Le Joueur wrote:
What's the Deal?

Hey Mike,

You make some excellent points, let me clarify.

Mike Holmes wrote:
Le Joueur wrote: As far as 'describing a character with cards' goes, in Scattershot's CCG you play a base card (just Stats and a few skills/Advantages/Disadvantages) along with Martial Art style cards, Magical Specialization cards, Disguise cards, Equipment cards, and even single skill cards. Many of these can be 'held back' and only revealed as needed. Is that what you were thinking of?

Um, why bother? That is, in my first stab at the idea, I started going along with something like this. But very quickly I realized that I was just creating a way to record a character, and a poor one at that. I mean, cards are just clumsy. They have certain advantages, but if they are just enumerating a character, that's not taking advantage of any of them. Enumeration in the traditional manner, writing on a page, is much more efficient (don't have to search for he card you need) and effective (finding the stat you need is as simple as looking at a sheet, as opposed to having to sort through cards that, even if laid out neatly can get disturbed).

Actually, most of the "enumeration" takes place on the first card laid on the tableau. The extra cards are addenda and things a character might want to 'keep secret.'

For example: you could lay a 'character card' face down with a 'disguise card' face up on top of it (say "The Hooded Man"). The 'disguise card' stipulates certain equipment restrictions that are superceded by laying 'obvious equipment cards' next to it (say "10' staff"). When the character 'throws back his hood and reveals his identity,' which would be a psychological attack employing reputation (if not on the other character, on the other players), the 'disguise card' is discarded and the 'character card' is revealed (say revealing the "Samurai Jack" card and his concealed 'Mystical Katanna' card).

Let's say part way through a battle or a scene, the character reveals a special ability (not printed on the 'character card' - this allows more customization than just having a set of character cards), the player plays the ability card into the tableau (say the "Jump Good" card, enabling him to leap four times normal his heights).

This way the hand of cards represents unobvious abilities of the card that is the foundation of the tableau. It's worked well in the battle side of the game, but I haven't concluded how well it'll work on the role-playing game side.

Mike Holmes wrote: Patently the cards need to do something else. The traditional use of cards is to have a "hand" of them drawn from the deck. But that leads to weird assumptions as well. If you only have access to a few cards at a time, and the deck is the totality of the character, then you don't have access to all the character's resources at once. Which can be rationalized to an extent, but not to the extent that most hand constructions would indicate.

Actually, in our practice the tableau is the totality of the character, the deck is every combination of maneuver and ability he could possibly perform, and the hand is the randomization of what his opportunities are at any single instant.

Mike Holmes wrote: The whole "hold back" option sounds like Gamism to me, possibly Sim. In the latter case, however, the enumeration problem springs up in spades. Shouldn't the player have access to all their abilities at once? If so, isn't it easier to just list them on a page? The Gamist option may work, however. But it's not what I'd be looking for, personally.

We're trying to get it to work for both, sorta. I'm not communicating this very well. First of all, the bulk of enumeration takes place on one card. Additional abilities can be sought out of the deck before play and played into the tableau immediately. Provided that the player wishes to hold something back, they are allowed to play these later in concert with an action that makes use of them. Since most of the information is on the first card, usually only a few extras need to be played.

In playtest, since we are making these up as we go, many playtesters use a 'reduced information' character sheet as their foundation (the focus isn't on character describing detail, but on action describing detail). The 'hold back' option is totally Gamist; we expect people who are not only Gamists to play that way, but also people who aren't the least bit interested in "role-playing" (at least at first is the hope). If strategy isn't important to you, there's no need to go that route.

Mike Holmes wrote: All the most basic options seem broken to me. There has to be something much more complex about how it works for such a game to take advantage of the design of cards, and to enumerate characters effectively.

I think the important point is that such a CCG shouldn't be 'about' character enumeration. It should be 'about' something else first, but not forget to enumerate the character for that purpose.

I guess that gets at the problem this discussion is foundering on. Hey Jonathan? What is the "Deck-Based Character" supposed to be doing in the game? That will incredibly slant both the efficacy and utility of cards in a CCG role-playing game. I'm not sure there are any approaches to role-playing games that couldn't be done with CCGs, but one like mine (mostly a battle emulator) will look, feel, and act, is so totally different from a Narrativist game based on a "Whimsy Cards" concept. I don't think that we can discuss both in one thread, other than some broad generalizations.

So what'll it be?

Fang Langford

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On 12/10/2002 at 6:32pm, Jared A. Sorensen wrote:
RE: CCGs and Deck-Based Characters

Mike Holmes wrote: This starts to solve the problem, Jared, but only partially. The only advantage to this method is that the unused cards become something else. Which is cool as far as it goes, but ceases to be interesting as soon as you start playing. Now, if the resources could become part of the character on the table, somehow....


Hmmm...not sure I follow. Explicate and elucidate?

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On 12/10/2002 at 6:45pm, Jonathan Walton wrote:
Re: What's the Deal?

Le Joueur wrote: Hey Jonathan? What is the "Deck-Based Character" supposed to be doing in the game? That will incredibly slant both the efficacy and utility of cards in a CCG role-playing game. I'm not sure there are any approaches to role-playing games that couldn't be done with CCGs.... [snip]

So what'll it be?


You're definitely right that this thread is all over the place due to a lack of clear focus. How about we limit discussion in this thread (though people are free to make other thread on related topics) to games that:

-- clearly make use of the card medium (Mike's guidelines)
-- use decks/hands of cards to represent individual characters* and not the plot devices of Whimsy Cards or the larger game events ("borg attack! wrath of god!") of many existing CCGs
-- are something more than just a conflict simulation; Gamism is okay, but I'm looking for at least some exploration of Setting, Character, or Theme rather than players simply hurling rules at each other

Is that specific enough, or should I narrow it down more?

Both Mike and Fang's comments on character representation were very interesting, I thought. Mike's thoughts on how hands/decks are limited views of characters (since not all options are available at once) was a good one, but Fang's counter that they represent opportunities also seems valid. Another option would be to consider the hand to be the possibilities that the character is able to think of at that moment. Hindsight might reveal better choices, but often times you can overlook some things.

* Note that I don't necessarily mean you have to conform to traditional ideas about what constitutes a character. Look at Clandestine or Interactive History games. A "character" is simply a game contruct and can be an entire group, a nation-state, or an abstract ideal. This would lead to other interesting ideas on hand/deck representation. Perhaps the deck represents the entire organization but the hand represents those parts that are active at the moment.

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On 12/10/2002 at 6:47pm, Mike Holmes wrote:
RE: CCGs and Deck-Based Characters

I get your design Fang. What I'm saying is in part that a cool enumeration would involve meore than a single card defining the majority of your ability. Way too old-school. Like D&D classes, but perhaps worse. In any case, as you admit, the more cards that become neccessary, or the more customization that you require, the more a piece of paper becomes the better option, given this style. What I'm looking for is a way to use the advantages of cards to make a better enumeration in some way.

For instance, to make the game as good as Hero Wars, you'd need at least a Cultural Keyword card (and I'd want racial ones as well), an Occupation keyword card, a Magic keyword card, and ten assorted abilities (perhaps these can be made into "background" cards where you get several on one card. So we're looking at quite a few cards. Say at least six. At which point a sheet is looking quite nice, unless there's something else cool going on with the cards. So, what can we do to make cards a viable option for this sort of depth?

INWO does some cool things. The relationship of the cards to each other on the table says something about them. Those close to the center are more important. Something like that could be useful in making the cards matter (record keeping between sessions could be nasty, however). Also, in that game, the "hands" that you have represent a substantial portion of your total cards. As such, the "inaccessibility" to certain abilities, or even "Combos" as you call em, Fang, is lessened.

My point is that there are neat things you can do with cards. As such, they could be made into a cool and unique form of character enumeration. But simply using them to list single abilities or sets of abilities just seems like a waste of cards to me.

Mike

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On 12/10/2002 at 7:23pm, Le Joueur wrote:
Hit Me Again

Jonathan Walton wrote: How about we limit discussion in this thread...to games that...are something more than just a conflict simulation; Gamism is okay, but I'm looking for at least some exploration of Setting, Character, or Theme rather than players simply hurling rules at each other.

Is that specific enough, or should I narrow it down more?

More, more, all this says to me is any 'role-playing game' not heavily into conflict simulation. (Which is probably an oxymoron.) How about this...if you had to pick one mode of game or, better yet, one game or genre you already like (or both).

See, a 'Setting Exploration game' would be full of 'interact with setting' mechanics but even that is too vague. A 'Exploration of Theme' game (without high-power "Whimsy Card" meta-plot components might be a lot like a derivation of Mike and Ralph's Universalis - although a highly restricted one, probably) might be interesting, but you'd have to choose that one first. you can see how different they'd be, right?

Y'know, something like a Phantom Menace role-playing CCG where you explore 'good versus evil' themes. Then we could talk about 'deck design being about, maybe...resources or trumps for scenes (not including 'character dies tragically' cards but smaller 'scope' like 'appeal to authority figure') and interacting over 'who gets to make the final literary statement based on the collective story.' Or such. I dunno, maybe that's too narrow.

Jonathan Walton wrote: Both Mike and Fang's comments on character representation were very interesting, I thought. Mike's thoughts on how hands/decks are limited views of characters (since not all options are available at once) was a good one, but Fang's counter that they represent opportunities also seems valid. Another option would be to consider the hand to be the possibilities that the character is able to think of at that moment. Hindsight might reveal better choices, but often times you can overlook some things.

I've come to look at card game design using a small number of traditional 'gimmicks.' You've got your hand, your customized deck, your foundation, and your tableau. You have cards that not only represent things 'in the game,' but also ones that call for interactions between these groupings and those of your opponent. I'm not sure a CCG is worthwhile unless there is some built-in goal, which skews heavily towards Gamism. (And there's no reason that Gamism can't thrust a different mode to the forefront, the way Ron describes The Riddle of Steel's 'Simulationism' thrusting forward the Narrativism in it.)

Since I like 'big decks,' I skew towards them being 'this is everything a character might do' (with a smattering of 'what it is done to' cards). That makes the hand, 'what the character can do right now' limited by whatever you think relevant 'in game,' opportunity, forethought, or anything else. The foundation must therefore be the 'Deck-Based Character' and the tableau is an area where 'what the character can do' is built strategically into more than the impact of any single card. This last part, as far as I'm concerned, is the only reason to make the CCG in the first place; if each card has only a single isolated effect, forget it. The more the cards in the tableau interact with each other (especially in 'shared tableau' type games), the better in my book.

After that you can add resource pools (and even betting) and then address layers of strategy (things like forcing them to discard, blocking gambits, and such). I like games that are sound in two ways; they seem to have arisen from the source material clearly (there are no cards that don't seem related to the 'in game' stuff) and they are well-functioning abstractly (if you took away all the pictures and replaced the proper names with generic terms, it'd still play interestingly); that's a mighty tall order.

Right now, we are trying to code superpowers into the base 'hand to hand melee' current-version of the Scattershot CCG; once we've done that, we'll be in a better position to see if it is possible to pull in ostensibly Narrativist issues. It's way too soon to tell, but it seems possible at this point (so close to the beginning). What I really need are people interested in helping us bang out the dents in the third generation of the 'hand to hand melee' CCG. (You'll either have to print or hand craft your own cards to help.) At this point we're stuck.

Fang Langford

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On 12/10/2002 at 7:50pm, Jonathan Walton wrote:
Re: Hit Me Again

Le Joueur wrote:
Jonathan Walton wrote: Is that specific enough, or should I narrow it down more?

More, more, all this says to me is any 'role-playing game' not heavily into conflict simulation.


Okay, then let's try to hug the border between the "Theory" and "Game Design" threads. I'm not actually planning on making this game, so lets talk about the multitude of ways that this could be done.

MODE: Narrativism, with a little Sim thrown in (and probably, like Fang described, supported by a fairly Gamist foundation of card mechanics)

THEME: Rock n' Roll eventually triumphs over all, despite the oppression of the man and the misunderstanding of the masses.

GENRE: Steampunk meets Metal Opera. Mechanical guitars in the Victorian Age. Effects pedals driven by difference engines. Technology is scary and so is rock music. The prudish upper classes hate the unholy trinity of sex, tech, and rock, while the PCs revel in the dark glory.

PLAY STYLE: It's really all about the Theme, with the bit of Sim coming from the fun of exploring the strange world. Characters are all united in their love of rock, which could be overt or secret (i.e. good, well-educated young gentlemen and ladies with a secret desire for all things loud and rawkus). Depending on game mechanics, there could either be a group of PCs who together make up a rock band, or the players could simply share narrative power over the entire story (with no GM), or both.

Is that better? Worse?

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On 12/10/2002 at 7:58pm, Le Joueur wrote:
I Call, Let's See Your Hand

Mike Holmes wrote: ...What I'm looking for is a way to use the advantages of cards to make a better enumeration in some way.

For instance, to make the game as good as Hero Wars, you'd need at least a Cultural Keyword card (and I'd want racial ones as well), an Occupation keyword card, a Magic keyword card, and ten assorted abilities (perhaps these can be made into "background" cards where you get several on one card. So we're looking at quite a few cards. Say at least six. At which point a sheet is looking quite nice, unless there's something else cool going on with the cards. So, what can we do to make cards a viable option for this sort of depth?

INWO does some cool things. The relationship of the cards to each other on the table says something about them....

My point is that there are neat things you can do with cards. As such, they could be made into a cool and unique form of character enumeration. But simply using them to list single abilities or sets of abilities just seems like a waste of cards to me.

I dunno, in a card game six doesn't seem that bad. With Yu-Gi-Oh! you can get up to 14 pretty easy, if you get past a lot of attrition, so we'd better try to leave our personal preferences aside, I guess.

I highly agree with you regarding card interactions on the tableau (and wrote as much a minute ago). The problem is its hard to speak abstractly about card interaction, assemblages, or 'values' without knowing 'what they're up to.'

What you've described for Hero Wars (a game I'm unfamiliar with) sounds pretty good, for a foundation, but to know 'what is in the deck,' I'd need to know 'what goes down' in the game and some intriguing ways that gets limited by usual play. From that we could talk. (As I understand it, Hero Wars isn't simply about 'doing stuff,' there's all this 'higher level' interaction, right?)

Fang Langford

p. s. Which I guess means we all believe it is quite doable, but the cards need to 'interact' or 'do neat stuff' with each other to promote what the game is about; certainly not an impossible goal, but if we all agree what more can we say?

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On 12/10/2002 at 9:05pm, Mike Holmes wrote:
RE: CCGs and Deck-Based Characters

Yep, Fang, I think that's where we're at. Can be done, but needs a vision.

MODE: Narrativism, with a little Sim thrown in (and probably, like Fang described, supported by a fairly Gamist foundation of card mechanics)
This is problematic, however. I see the Gamism of most CCGs as taking over from all aspirations to other modes. I still think it can be done, but only by converting to a less Gamist ideal.

IOW, I'm not so much interested in Fang's idea of bringing in the masses. Which would require Gamism, I think. I, too, am tempted by the Gamism possibilities, and what it whispers in my ear is that a game could be made where only a subset of the play is gamist. But that's a path that I doubt will work. I see everyone drifting playing only the Gamist portions. Instead, I'd be for looking at another mode of play as primary, and the only one supported.

Mike

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On 12/10/2002 at 9:48pm, Le Joueur wrote:
I Fold, You Guys Can Split the P(l)ot

Jonathan Walton wrote:

MODE:

Narrativism, with a little [Simulationism] thrown in (and probably, like Fang described, supported by a fairly Gamist foundation of card mechanics)

...or the players could simply share narrative power over the entire story (with no GM), or both.

Is that better? Worse?

Definitely better. And worse...for me. I'm not that experienced in thinking in terms of mechanics that support Narrativism; it's really not my forte. You'll probably need all kinds of cards and mechanics for making player character actions meaningful to a Edwardian Premise and such, outside my experience. When it comes to shared-gamemaster power, the real heavyweight in the arena would be one Mike Holmes with 'offering Complications' and such. He not only knows how that plays, but has many hours work creating mechanics for it.

I'll just stick to my little Gamist pushing Simulationism: 'Exploration' of System card game for now. I wish you luck!

Fang Langford

p. s. Mike, I still believe that a Simulationist CCG role-playing game could be made where you 'tempt the masses' with Gamism and then make 'em role-play Simulationist for it. While I don't think it was intended that way, I believe Ron's take on The Riddle of Steel could work (there it is supposedly tempting Simulationists and then making them play Narrativist; here as above). I still don't see why you couldn't 'subset' Gamism and offer role-playing game 'Gimmicks' for crossover.

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On 12/10/2002 at 10:37pm, Walt Freitag wrote:
RE: CCGs and Deck-Based Characters

Changing the interpretation of cards from characteristics to opportunities makes sense, but at the same time it gets away from the core idea of representing characters with card decks. That's because opportunities are akin to situations, and cards representing situations are a natural and commonplace mechanism. (Situations are usually perceived as serial, like draws from a deck; characteristics tend to be seen in parallel, like the stats on a character sheet.)

A tableau of cards looks like a fertile middle ground between the serial and the parallel cases, but there are some issues. If the tableu can only change by means of individual card draws (whether directly or channeled through a buffer i.e. a hand), then really it's become a serial situation again. And the timing seems odd: if the cards in the tableau represent options, the change seems too slow ("My character should be able to __ but the card hasn't come up") and if they represent characteristics, it seems too fast (Munchkin, anyone?).

If the cards represent opportunities entirely in the metagame (that is, with no mechanism to match them to a current game state), then a Donjon-like game should be possible in which the situation must be narrated to retroactively justify the opportunity. For example playing a "cliff climbing" ability (really, an opportunity) it means a cliff must be narrated into existence. The difference from a Whimsy card or a Once Upon A Time card is that the opportunity is resolved for success or failure. Perhaps stakes cards must be played simultaneously with the opportunity card. Stakes could be just about any kind of card -- a resource, a relationship, or perhaps even another opportunity, as long as the narration justifies it/them as such. Then other players could play cards (and narrate appropriately) to add their own stakes, or to influence the resolution. Ah, I see the Universalis connection more clearly now.

- Walt

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On 12/11/2002 at 1:48am, Le Joueur wrote:
Toys for Christmas

Hey Walt,

wfreitag wrote: Changing the interpretation of cards from characteristics to opportunities makes sense, but at the same time it gets away from the core idea of representing characters with card decks. That's because opportunities are akin to situations, and cards representing situations are a natural and commonplace mechanism. (Situations are usually perceived as serial, like draws from a deck; characteristics tend to be seen in parallel, like the stats on a character sheet.)

A tableau of cards looks like a fertile middle ground between the serial and the parallel cases, but there are some issues. If the tableu can only change by means of individual card draws (whether directly or channeled through a buffer i.e. a hand), then really it's become a serial situation again.

For "parallel" characteristics, I suggest a foundation, those cards that remain in play no matter what. However, I'm still unsure of representing the character with a deck, perhaps better the foundation displayed before play.

To make situations single draws from the deck takes away a lot of the complex interplay that I think underlays CCGs. I think playing out the tableau should let you build up the complexity of a single situation out of the hand (which then represents all the factors the player can draw together that turn). Each tableau would be built off of the foundation (reflecting what the character can do in the situation).

I agree with Walt, if the tableau reflects the ongoing state of the game, it will devolve as he says. You know what? How about we clear off the tableau each turn?

Other alternatives could be 'decentralizing' the character, per Universalis. And so on. (Again, out of my league.)

Fang Langford

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On 12/11/2002 at 9:23am, Eric J. wrote:
RE: CCGs and Deck-Based Characters

I did it this way:

There is your deck, your hand, the field, the discard pile, and your little pile if front of you. That consists of cards that work with the cards with your deck. It is your equipment, basically. There is a row for weapons, armor, and equipment. Obviously this could be manipulated, by summoning a flame dagger, having that sword kicked out of your hand, or that quill destroyed etc. ( I have no idea how this is going to work.) These cards will be Role Playing derived, and will have specific rules for interacting with other cards.

I think that the first part of the duel will be setting up your stats. Then there will be the battle between decks, and then the resoluiton. It should be fully funcitonal as a CCG, without any RPG elements, also.

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On 12/11/2002 at 10:53am, Reimer Behrends wrote:
RE: Re: CCGs and Deck-Based Characters

Jonathan Walton wrote: Consider these three points:

1) The one thing that I really liked about Magic:TG and some of the other CCGs from the fad-era was the ability, if you so desired and if you had enough money/cards, was the ability to give a deck a specific personality/feel. People used to (and I assume, still do) talk about "themed" decks or those that used a specific card-combination as the basis of it's killing power.

2) Seperately, the Changeling-based cardgame that White Wolf produced, Arcadia, tried very hard to reproduce tabletop roleplaying by having cards that represented various character traits. Together, a group of cards would repreent a character, their abilities, their magical powers, their weapons and equipment, etc.

3) If you look at Dragon Dice or other similar collectable dice games, often time a single die will represent a character, with each side being a different part of their combat abilities, generally. So, you roll a sword or a boot-to-the-head or fire-breath or whatever.


For completeness, you probably want to also include the card-based roleplaying game Dragon Storm.

-- Reimer Behrends

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On 12/11/2002 at 5:35pm, contracycle wrote:
RE: CCGs and Deck-Based Characters

Dragonstorm looks pretty interesting, although I have only had the time to scan it today.

How 'bout this idea, to tie in to some self expression. you character is a deck, you draw 6 cards at the start of the session; the six aspects detailed on them are the powers available to your character in that session. (... or that scene... hmm).

Or, a character has categorised abilities - physical mental etc. at the most basic, tune to genre taste. The player deals a number of cards into these slots, depending on a rating (say rating 3 puts three cards in the draw) and get to choose which slot in which category a drawn card fills.

Variations: functionally different types of cards, sub-decks, draw a card as conflict turn structure, introducing and removing cards from play etc etc. Could enslave the Cash Cow to RPG, one set of card RULES could be used with more than one set of printed cards. Hell, rules could be ON cards.

The downsides: takes up a lot of space if laid out which is Bad; this also mitigates potential portability which derived from physical form. Characters may not behave consistently in sequential sessions; breaking sessions would need to be consciously controlled.

sorry, typing too fast to be coherent, but I do think this idea has potential.

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On 12/11/2002 at 6:34pm, Seth L. Blumberg wrote:
RE: CCGs and Deck-Based Characters

DragonStorm is a brilliant example of a poorly-designed card-based RPG. (I say this from a fair amount of Actual Play experience.) The cards are simply used as a substitute for a character sheet; in fact, a miniature character sheet is a necessary supplement to the cards, so it's not even a complete substitute.

The only function of the cards is to constrain the elements that may be incorporated into a character (or a scenario--there are GM cards as well) to those cards that you have purchased, i.e., to suck money out of the players.

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On 12/11/2002 at 6:44pm, Mike Holmes wrote:
RE: CCGs and Deck-Based Characters

Thanks Seth.

This has been my point all along. This is exactly how not to do a CCG RPG. The cards must be used in some fashion that makes it useful for the enumeration to take the form of cards. Gareth and Walt both have some ideas that start down the right sort of roads.

Mike

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