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Mad Science - Can we dream up a CCG/RPG?

Started by mcbobbo, August 13, 2013, 10:40:16 AM

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mcbobbo

Okay so this is admittedly anathema to many of the posters here, but I just had an evil idea and I have to let it escape my brain.

What about an RPG that's a CCG at its core?

So all dice are right out.  Everything that dice would do are done by decks instead.

I am picturing each player having various decks.  One for initiative.  One for melee.  One for damage.  One for skills. Etc.  The randomization is done via shuffling.

Now to add the 'level up' component,  each card would have a positive or a negative point value.  So a hit is worth 1 and a miss is worth -1.  A crit would cost 5.  Each PC would have a point cap for each type of deck.  So your attack deck needs to net no more than +10 until you level up.

Boosters would have variations on this theme with commons being hit or miss and rares being 'called shot to the head' or 'multiple hits'.

Something like that.

Actually I wouldn't be surprised to find that this exists already...
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

Ladybird

Gabe from Penny Arcade is working on something similar. It's not even a billion miles away from any other card-driven system.

But with your idea, if I had, say, a 10 point cap on my "accuracy" deck, why would I ever want to put something other than 2 x 5pt "Crit" (Best option) or 1 x 5pt "Crit", 5 x 1pt "Hit" (Good option) in there? CCG's work by requiring multiple cards to build up to a victory with, so you'd need to make many more "situational" cards.

Don't get me wrong, I think it's doable.
one two FUCK YOU

mcbobbo

That's an excellent point.  I suppose you'd need a minimum deck size, so you are forced to pad in negatives to offset the total.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

thedungeondelver

Adventurer is a like that but not many of it's cards are collectible, and it's not very RP-ish.

I suppose it's resolution system could be tweaked a bit so it has more RP elements.
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

Exploderwizard

As a resolution system, cards instead of dice can work.

The collectible part I don't want anywhere near a rpg. The collectible pellet feeder craze is more fitting to a competitive game anyway. The last thing an rpg needs is player effectiveness based on how much cash they can spend on boosters.

As a company I can $ee the appeal. :D
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

jeff37923

Quote from: mcbobbo;680753What about an RPG that's a CCG at its core?


Sounds like D&D 4E.
"Meh."

Dirk Remmecke

Quote from: Exploderwizard;680829As a resolution system, cards instead of dice can work.

I don't think this "no dice, only cards" would be a hard requirement for a card based RPG. There are enough CCGs that use dice, or counters.
Counters can be ressources like in Marvel's system, or characters can have fixed stats like in Amber or Unaria.

QuoteThe collectible part I don't want anywhere near a rpg.

That's true. Maybe the non-randomized deck building games with thematic sets of expansions are the road to follow.

QuoteAs a company I can $ee the appeal.

Make the expansions limited editions. Rotate editions, like MtG expansions.
Make sure that basic rules/skills return and are available at all times, maybe slightly tweaked and/or with different art.

The artwork is the main problem I have with card-based RPGs. That's why I stopped my own card game design. With generic games like D&D or even fixed-setting games like Shadowrun each player can decide what his character looks like, what his equipment looks like, etc. With cards that show persons in action, or specific items (even if they look deliberately bland and generic), that freedom is lost.
With Everway it was very difficult to play Arthurian fantasy.
Swords & Wizardry & Manga ... oh my.
(Beware. This is a Kickstarter link.)

mcbobbo

I would defend the collectible nature on the basis of profitability. See the thread about getting space at the FLGS.

It's just the price of doing business - literally.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."