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NPC Whymme
01-20-2002, 02:27 PM
In the last days of the old forums, somebody posted an idea for a game; it had to do with faeries sent to many worlds by their queen Titania in order to perform missions. I was at that moment thinking of a light-hearted swashbuckling game, and I really liked this idea. So, after consulting with the person who posted this idea (I'm sorry, but I've lost his name), I started making some notes. What you see below is what I have at the moment, including things that must be developed further. What do you think? Likes, dislikes? Any suggestions on what to add?

These are just the mechanics. I am working on a setting, but those ideas are not developed enough to present them to you all.

Whymme

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CHARGEN
To be worked out. Should include:
- Description of what the faerie looks like
- Seelie or unseelie?
- Choose powers and flaws. Choose at least one merit, one flaw, and as many merits as flaws. Merits and flaws should emphasise the character’s farieness (fariety?), instead of being the ‘one-eyed, limping, strong man with powerfull connections’.
- Skills. Give each player 15 points to spend on skills, any skill he wants (bit like Over the Edge)
Each magic domain (see ‘magic’, below) counts as one skill.

Merits / Powers (examples)
Glamour
Invisibility
Shapeshift (1 form / restricted number of forms / unlimited)
Talk to animals

Flaws (examples)
Vulnerability to iron (half or whole)
Always speaks the truth
Always keeps vows
If captured by humans, must fulfill three wishes

TASK RESOLUTION
Use a deck of 52 playing cards.

GENERAL
Players draw a number of cards equal to their skill. Compare the highest card against the difficulty. If you have several cards of the same suit, you can play them all and add their values.

FENCING
Simple: Both opponents draw cards; the person who draws the highest card, wins.

Elaborate:
- Draw until you have (3+ skill) cards.
- Determine initiative. Both opponents play a card; the one with the highest card wins. In case of a draw, next round starts.
- Attack. The person who won initiative can attack. Both attacker and defender play a card. If attacker wins, go to ‘determine damage’.
- Determine damage. Both players play a card. If the attacker’s card is higher than the defender’s one, attacker does damage.
- Participants can discard any of the cards left in their hands. Next round begins.

Multiple opponents (mooks):
As above, but
- Treat opponents as one, with skill equal to number of opponents.
- Difference in damage downs an equal number of opponents.

Other stuff:
- If the character who wins the initiative, then plays an attack card in the same suit, he can add the difference with which the initiative was won, to his attack card.
- If the character who attacked, plays a damage card of the same suit, he can add the difference between the attack and defence card to the damage card.

Needed: fencing manoeuvres.
Determine a number of manoeuvres. To reach them, attack and damage cards must be the same suit. Sum of their values should be equal to or higher than target number.
Example: Disarm (hearts 15). The initiative and attack cards must be hearts, and add up to 15 or more, to execute this manoeuvre.
These manoeuvres have a specified effect which can take place instead of the usual damage/soak round.

DAMAGE
Cap system? Every character has 15 hit points. Subtract damage from hit points. If a wounded character plays a card higher than the number of hit points remaining, the value of that card is equal to the number of hit points.
or: hit points = 10+stat.
When a character loses all hit points, (s)he passes out.


MAGIC
Choose a domain (roughly equal to forms in Ars Magica; so Domains can be Fire, Earth, Trees, and so on)
Spades = Create
Hearts = Control
Diamonds = Change
Clubs = Destroy
Determine what magic effect to accomplish Check with table to determine difficulty. Create table with difficulties (see Ars Magica).

Each alternative world has a different magic level. Level 0 means that there normally is no magic at all, while level 7 means that the world is full of magic.
When trying to perform magic, first say what you want to do. Determine the appropriate suit. Then draw a number of cards equal to magic level of the world + magic skill of the character. Add all cards of the appropriate suit to see if the target number is reached.
Optional: If not, the GM checks of which suit most cards were drawn and determines a magical effect on the target of the spell, based on that suit.

Example: The faerie Timas has a skill of 3 in the magic domain of water and is at the moment in a world with magic level 2 - a bit less than average. Timas wants to cross a brook, doing this by temporarily freezing the water. The GM considers this a Change 7 effect - Timas’ player must draw five cards (three for his skill, two for the world), drawing diamonds with a total of 7 or more. He draws the seven of hearts, the five and nine of spades, the six of diamonds and the king of clubs. Timas fails. The GM checks the cards that were drawn and sees that two spades cards were drawn, good for a ‘create’ effect of (5+9=) 14. He determines that the water level in the brook suddenly rises, making the brook flow over.

Spells that are not faerie-like don’t succeed. Lobbing a fireball at the target is not very faerie-like, so that cannot be done with faerie magic. Turning milk sour or making fallen leafs look like gold coins is much more so.

Lost Cub
01-20-2002, 03:31 PM
First, I like the concept. It's a bit like Changeling, obviously, but I like the light-harded, swashbuckling approach. I has a lot of potential.

Cards as randomizers I don't like, but I respect your choice to use them. Have you ever played a game that uses SAGA rules, such as TSR's Fifth Age? It's a solid card system to draw inspiration from. Instead of drawing cards equal to skill, I suggest drawing a card to add to skill to beat target number. That way, you don't exhaust the draw pile too quickly. Alternatively, play with two decks. Also, you could link suits to attributes/types of checks so that cards of the same suit add up only if they are of the suit associated with the task.

Do weapon attributes affect combat and, if so, how?

If you treat multiple opponents as one, how to implement clever tactics such as outflanking? Some players don't care for these, but many do, and they will feel cheated if they can't use them.

Are there different races, such as Redcaps and Sidhes? I think there should be as it gives players a little extra help in defining their characters.

Well, so much from me. Good luck with your game!

LC

NPC Whymme
01-20-2002, 04:17 PM
[/B][/QUOTE]

Originally posted by Lost Cub
First, I like the concept. It's a bit like Changeling, obviously, but I like the light-harded, swashbuckling approach. I has a lot of potential.

I haven't played 'Changeling'. Never looked at the game, even. But I understood that this was one of the tragic WW stories about a world losing its appreciation of fantasy and imagination, and faeries longing for their homeland. This is definitely not the atmosphere that I'm thinking of with this game.

Cards as randomizers I don't like, but I respect your choice to use them. Have you ever played a game that uses SAGA rules, such as TSR's Fifth Age? It's a solid card system to draw inspiration from. Instead of drawing cards equal to skill, I suggest drawing a card to add to skill to beat target number. That way, you don't exhaust the draw pile too quickly. Alternatively, play with two decks. Also, you could link suits to attributes/types of checks so that cards of the same suit add up only if they are of the suit associated with the task.

This mechanic started with the duelling rules, that I had devised a long time ago. I didn't want the duelling rules to be too different from the other rules, which is how I came up with this system.

I never played using the SAGA system, but I have the game at home. I don't know why SAGA should be the one true way, though.

Do weapon attributes affect combat and, if so, how?

My preference in games is rules-light, with the accent on story. Therefore, I don't think that you will find long lists of weapons with all kinds of modifiers for those weapons.

If you treat multiple opponents as one, how to implement clever tactics such as outflanking? Some players don't care for these, but many do, and they will feel cheated if they can't use them.

For tactics, go to the duels. Those should be exciting and all that. If you want, you can get a bonus (draw an extra card) for decent tactics, but I'm not going to give a lot of rules so that you can play a mini-wargame. If I finish the game, I will probably put it up on the web, so if players feel cheated, at least it didn't cost them any money.
Before Andrew gets here, let me refer you to 'S', a more tactical game. Use that instead <g>

Are there different races, such as Redcaps and Sidhes? I think there should be as it gives players a little extra help in defining their characters.

My philosophy on that subject is that faeries are not as easily categorisable as humans would want. The human spirit apparently wants to put everything in neat little categories, with races, classes and levels (yeah, cheap dig at D&D <g> Live with it). Faeries don't think like that, and they themselves are all unique.

There will be some examples of faeries, but more as an inspiration and less as a 'this is a faerie race. You have to take all its stats, skills, merits and flaws' kind of thing.

Well, so much from me. Good luck with your game!

LC

Thanks.


Whymme

d3nial
01-20-2002, 04:31 PM
Whymme

Check out my game GunSlinginCardSharks @ www.diewalkure.co.uk.

It's similar in some ways - I'd be keen to hear your thoughts on my system and maybe it'll give you some ideas.

NPC Whymme
01-20-2002, 04:37 PM
Originally posted by d3nial
Check out my game GunSlinginCardSharks @ www.diewalkure.co.uk.

I'd love to, but I need a username and password to access the site, apparently.

You love to hear what I think of your game. What do you think of mine? :-)


Whymme


Oh, BTW, the person who came up with the faerie agents idea first was Stanoje Zupinski.

Marius B
01-20-2002, 05:59 PM
I'm not crazy about the concept. It sounds interesting, but it's not something I think I'd like to actually play.

I think the duelling system's cool, though. It's surprisingly similar to one I cooked up myself but much simpler and more elegant! Mine was pretty complex although it produced pretty much the same amount of detail and tactical possibility. Or in other words: Not quite as good...

Cheers,
Marius.

NPC Belac
01-20-2002, 06:09 PM
The concept sounds very interesting.

The card system might take a little getting used to for a hardcore dice gamer (like me), but I don't see any inherent flaws that could be handled better by a different card system. Then again, I haven't played many card systems.

The unpredictable magic is interesting, and seems to fit the genre. I like the concept and the mechanics. :)

I'm not very good with looking at a card based game to see how well it would work, so I don't know what my opinion's worth, but this seems like it would work well.

I personally like the rules-lite decision. It fits the genre in my mind, though I'm fairly sure everyone sees "the genre" differently.


-Belac the Spectral Rambler

d3nial
01-20-2002, 07:47 PM
Weird. The link to diewalkure.co.uk asks for a login, but you get straight in if you just type the url - try it.

As noted previously, the feel of the game is similar to Changeling but a lot lighter (rules & mood).

I like the idea of suits interacting or building. I was thinking that for task resolution the suits could be applied like so:

Spades: +1 to physical tasks, strength dexterity etc.
Hearts: +1 to willpower/soul/spirit tests
Diamonds: +1 to mental/intelligence tests
Clubs: no specialty?

Specialty bonuses add to face value of cards for test.

Personally, I think cards are highly under-rated as a resolution mechanic and in my system players actually bid with their cards, in theory reducing the random-ness.

d3nial

NPC Whymme
01-22-2002, 04:52 PM
Originally posted by d3nial
Whymme

Check out my game GunSlinginCardSharks @ www.diewalkure.co.uk.

It's similar in some ways - I'd be keen to hear your thoughts on my system and maybe it'll give you some ideas.

First, I found out why the 'name and password' thingie came up. It's because the dot at the end of the URL is part of it. Remove the dot and there's a direct access to the site.

The system of gun-slinging card sharks is interesting. It seems, however, that skills are not worth a lot. Each stat level is worth about nine points (average worth of the card), so the three points in skill don't mean very much then. Let each skill point count for four times its worth, then you have stats and skills about equally important. Of course you'd want to change the target numbers for difficulty then.

You have three stats; strength, speed and smarts. That is only one stat to cover all the non-physical talks. I would at least split it into cerebral activities (shrewdness?) and social ones (sauce? Savoir-faire?).

>>if that’s a tie then the highest suit wins, in this order: Spades, Hearts, Diamonds, Clubs.

I recognise that order. Do you play bridge by any chance?

For the rest, it looks like a fast, fun game to me. All I need now is a poker deck and Yee-Haw!

BTW, what do you do with jokers?


Whymme
*

d3nial
01-22-2002, 06:01 PM
Good point about the skills Whymme, though I was surprised that you quote the average value for a card at 9 - is that right?

I have played bridge, but my wife is a shark at it and 500 so I don't play it much... we play Dungeon mostly now... did you see that on my site also?

And the jokers... errr, either use them as wilds (+15s I guess, like Aces), use them as a free pick up (ie play the Joker and take 2 more cards in its place) or just remove them from the deck.

Thanks for the comments. I've just read the Risus RPG rules - some similarities there too, but with dice.

d3nial

NPC Whymme
01-22-2002, 06:37 PM
Sorry, I made a miscalculation. The average is about 8.

And I did see Dungeon. Funny, it's quite like a card game that I devised, about people mulling about in dungeons. We should talk some time, maybe :-)

Whymme

d3nial
01-24-2002, 01:27 PM
You should register (if you haven't) so we can talk off-line from the forums...

d3nial