Topic: Tros CCG?
Started by: sirogit
Started on: 2/26/2004
Board: The Riddle of Steel
On 2/26/2004 at 9:40am, sirogit wrote:
Tros CCG?
I seem to remember reading about this in TROS. I could be wrong as I don't have the book with me at the moment due to losing the bag it was in.
IF it is true, what happened to it? How much devlopment did it have?
On 2/26/2004 at 3:21pm, Jake Norwood wrote:
RE: Tros CCG?
There was a bit of notebook development done, and in our starry-eyed youth we took the idea very, very seriously. Currently I would really like to see a non-collectible CG, perhaps, that deviates very little from the current combat scheme. Carg games are notoriously expensive to produce, though. I would rapidly give permission to any bigger company that was interested in producing such a thing.
Jake
On 2/26/2004 at 7:21pm, Wolfen wrote:
RE: Tros CCG?
I *don't* ever remember reading about this, but I still think it would be kinda cool.
On 2/26/2004 at 8:15pm, sirogit wrote:
RE: Tros CCG?
The idea still mystifies me because it seems like TROS is not really huge on content, and espically not uniquely recognizable content.
Was the game pretty much a model of the combat system? With manuevers, equipment, etc etc covered by cards? If not what sort of things did cards cover?
On 2/26/2004 at 8:28pm, Brian Leybourne wrote:
RE: Tros CCG?
sirogit wrote: Was the game pretty much a model of the combat system? With manuevers, equipment, etc etc covered by cards? If not what sort of things did cards cover?
You're not listening... nothing was ever done much except dreamin' :-)
It's not completely inconceviable that something like this could happen some day, but I really wouldn't hold your breath or count to ten, if you know what I mean.
One thing Jake and I did discuss more recently was a set of cards that could be used to enhance the already existing combat system in some way, and maybe they could be designed in such a way that they could be used standalone as a game, but that's something that takes a lot of time and a lot of cost to produce and it's not likely to become a priority in the next ever.
Brian.
On 2/26/2004 at 10:56pm, Wolfen wrote:
RE: Tros CCG?
I've started and stopped creating such a set of cards several times already, Brian. Stopped because I either lost the data, or screwed something up and didn't notice it in time, and would have had to totally rework a large portion of the work.
I figure I'll get 'em to you guys one day. I have about the same creative drive as you do, Brian, just not the same level of dedication.
I'm actually doing my damnedest to NOT try to come up with rules for a non-collectible CG ruleset.. But I probably could with a fair amount of ease. Question is, would you want the dice still involved, or would you want to minimize any non-card elements? I could go either way.
On 2/26/2004 at 11:07pm, Jake Norwood wrote:
RE: Tros CCG?
Sounds like Brian needs a hug...
I would like the dice to vanish if we did a NCCG.
Jake
On 2/26/2004 at 11:16pm, Valamir wrote:
RE: Tros CCG?
There's a great little card game called...engarde, i believe.
Its a fencing game, where attacks and parries are handled by playing matching sets. If I remember the rules right, you play one or more numbered cards to represent an attack. The opponent must play an equal number of cards of that number to parry you. If the opponent can play a greater number, its a riposte and now the attacker must defend with whatever cards he has left (if any).
There's a nice little strategy in deciding whether to throw all of the available cards into a massive attack that's less likely to be blocked, or to sandbag your opponent into making a weak riposte.
If the defender can't match the cards he can fall back before your onslaught, moving his figure backwards on the fencing mat. Do this enough and you push him out of bounds
Works pretty slick.
On 2/27/2004 at 12:20am, Brian Leybourne wrote:
RE: Tros CCG?
Jake Norwood wrote: I would like the dice to vanish if we did a NCCG.
Yeah, I second that. Not for play-aid cards, but if it's supposed to be a stand-alone game, there shouldn't be dice involved; you don't see dice in the Magic or Deadlands card games, etc.
One possible way around that is the system the Star Wars CCG used - basically random numbers at the top of each card. When you needed to determine a random number you rifled through your deck and stopped at random, and the number at the top of the card you stopped on was your "roll". Something like that could work..?
As for how the actual system would work... I have no idea. I've been meaning to look into the Highlander CCG though - I never played it, but as I recall you had your immortal, and the deck was his moves, like different kinds of swings and thrusts and parrys etc. Sounded closeish to what I had envisioned for a TROS NCCG.
You would probably want a different set of cards for each proficiency I suppose, and a common set for things like evasions etc. Hmm... damn, now you've got me thinking about it again. Hey Lance, email me what you've done already and we'll talk...
Brian.
On 2/27/2004 at 12:56am, Edge wrote:
RE: Tros CCG?
I'm part way through doing some cards of my own... just looking for some cool artwork for the backs
On 2/27/2004 at 2:12am, Wolfen wrote:
RE: Tros CCG?
Brian, I've not actually done anything. As I said, I'm actually trying not to design this game, because I'm horrible about trying to complete projects on any sort of time schedule.. Though, to be honest, I've never been given a time schedule, so it's possible that one would goad me to complete it faster..
::shrugs::
As for dice, I won't argue the point, but just because most card games don't have them (interesting fact: some rare cards in MtG require a die roll) doesn't mean that they shouldn't. I'm thinking of a card-based roleplaying game (took me over an hour to get my head around the idea) which uses dice. I could see a TRoS card game doing the same. Either way, I can work it out.. if I were to actually try.
Damn.. I'm going to talk myself into doing this yet.
On 2/27/2004 at 9:07am, Hereward The Wake wrote:
RE: Tros CCG?
I have done soem stiff on this though not directly related to the TROS games. The cards are illustrated with various attacks, to which you have to lay a counter, be it a parry, counter attack, dodge evade etc etc. I am still playing with the idea of dice, my main aim being to keep the speed high, with cards being played very quickly.
The was a GW (spit! 8')) game publish in White Dwarf, called Chivalry, it never went past the magasine stage, where the similar mechanics were used, which was a bit of inspiration for my ideas.
I like the the tros system but I also like th visual element of the cards showing the meovements being done, combining the two could be great.
All the best
Jonathan