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Thread: Literature-Based Horror/Fantasy Card Game Discussion

  1. #1
    Super Moderator TMS's Avatar
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    Literature-Based Horror/Fantasy Card Game Discussion

    Besides Digimon Tactics, I've been working on another CCG inspired by classic (pre-WWII, public domain) literature in the horror, fantasy, science fiction, and mystery genres. It's still in early development at the moment, but I've been wanting to discuss it and thought that I may as well try starting a topic on this forum as well as the Call of Cthulhu-centered forum I'm a member of.

    At the moment I have a general idea of what I want to do with the game, but I'm still having trouble getting the rules nailed down. I would like to create an "atmospheric" card game, if possible. This may mean creating a setting using Location and Condition cards, but I'm not sure of the exact role they should play. It's a little difficult to design a card game which, while it will involve combat, is not focused on battling like most card games I've had experience with.

    Currently I have Character, Event, Condition, Item, and Location cards as the main card types. There may also be Ending cards that determine how the "stories" that make up the game are won. Cards that are mundane and non-supernatural, including most human characters, are colorless. Cards having to deal with the supernatural or non-human races are divided into five colors instead of factions.

    - Blue forces are concerned with righteousness and the punishment of what they deem evil. Orthodox religion tends to arise from blue forces, but that doesn't make them any less dangerous or terrifying.
    - Red forces are pretty much the opposite of blue, having to do with traditional demonic forces and related concepts.
    - Green forces are ancient, powerful, and often horrific. They are associated with dark forests and the depths of the ocean, and seek to return the world to an older state of nature.
    - Yellow forces deal with psychological concepts, and are a source of both creativity and madness. Ghosts and other beings that mess with the mind rather than the body are common yellow characters.
    - Violet forces are among the most mystical and alien. They often have to do with magic and obscure science, which are used to manipulate time and space as well as life and death.

    I don't really have a goal for this thread. Any comments, questions, or suggestions are welcome, or we could just discuss what type of sources the game will draw on. While working on the rules I'm also trying to assemble a Core Set from some of the fundamental works of horror literature and related genres.
    Last edited by TMS; 11-04-2013 at 10:06 AM.
    MY PROJECTS
    Published books: Odd Lodgings and The Silent Garden & Darker Places
    Digimon Fan Fiction: The Call
    Card Games: Digimon Tactics and Twilight (NOT Stephanie Myers-related) [both in-progress]
    Questions or comments? Hit me up at #wtw on irc.rizon.net

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    Super Moderator TMS's Avatar
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    I'm starting to refine the rules of the game a little bit, since Digimon Tactics has slowed down recently. I'm thinking that the "setting" of the game will be determined by Location cards, to which Character cards can go to interact with each other. But I'm not sure on how to go about choosing a Location to start the game out with. Should I have players flip a coin to see which one of them gets to choose a Location from their deck to put into play at the beginning of the game? There are some other possibilities, but I wanted to see if anyone who's played card games before would have a problem with that system or be able to suggest a better one.

    I'm also wavering on to what extent I should make the game focused on the Cthulhu Mythos. Obviously it will be in there, but I don't know if I should make it the main draw, considering that I'll also be including stuff from tangentially-related but equally famous works like Dracula and the adventures of Sherlock Holmes. Does anyone have an opinion on this?
    MY PROJECTS
    Published books: Odd Lodgings and The Silent Garden & Darker Places
    Digimon Fan Fiction: The Call
    Card Games: Digimon Tactics and Twilight (NOT Stephanie Myers-related) [both in-progress]
    Questions or comments? Hit me up at #wtw on irc.rizon.net

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    Completely digital Abysswalker90's Avatar
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    I think it sounds pretty interesting. I would have offered my help with the artwork, but all I know is pencil drawing on MS paint.

    You can maybe have a rock-paper-scissors kind of system for location cards to determine which location is used?

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    I come from the net Inpu's Avatar
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    I'm starting to refine the rules of the game a little bit, since Digimon Tactics has slowed down recently. I'm thinking that the "setting" of the game will be determined by Location cards, to which Character cards can go to interact with each other. But I'm not sure on how to go about choosing a Location to start the game out with. Should I have players flip a coin to see which one of them gets to choose a Location from their deck to put into play at the beginning of the game? There are some other possibilities, but I wanted to see if anyone who's played card games before would have a problem with that system or be able to suggest a better one.
    Does the Location deck have to be a deck owned by the player? Hate to beat a dead horse, but Munchkin accomplishes this satisfactorily by having the dungeon cards be shared across the table, and then you have "portal" cards that allow you to add, remove, or switch the in-play dungeon, as well as being able to modify which card is on top of the Dungeon Draw deck.

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    Super Moderator TMS's Avatar
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    Hmm... I'll have to take a look at that system. I've considered having a deck of neutral location cards, with other locations in the decks of the players (with the other card types), but I wasn't sure if it fits with the concept. Each game is basically a story that starts with one location as the setting. Others can be added later, or the whole story can center on that one location. Players can use their locations strategically and as resources, so I don't want all of them to belong to a neutral "Location Deck." Looking at it from a thematic perspective, it would make sense for some games to perhaps start on neutral ground, but not really every game.
    MY PROJECTS
    Published books: Odd Lodgings and The Silent Garden & Darker Places
    Digimon Fan Fiction: The Call
    Card Games: Digimon Tactics and Twilight (NOT Stephanie Myers-related) [both in-progress]
    Questions or comments? Hit me up at #wtw on irc.rizon.net

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    I come from the net Inpu's Avatar
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    You could have locations as a separate personal deck, then, or allow players to draw until they get a location; whoever gets one first gets to play it?

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    Super Moderator TMS's Avatar
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    That's an idea. Maybe I'll go with that for now...
    MY PROJECTS
    Published books: Odd Lodgings and The Silent Garden & Darker Places
    Digimon Fan Fiction: The Call
    Card Games: Digimon Tactics and Twilight (NOT Stephanie Myers-related) [both in-progress]
    Questions or comments? Hit me up at #wtw on irc.rizon.net

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    I'm going digital HarleyThomas's Avatar
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    How do locations work outside of being where the story is set?

    Do they offer benefits to a player based on a color of card they play? Or can another player throw one down at some point to alter the course of the story possibly in their favor?

    Such as if someone isn't keen on some New England town, they can throw down...Purgatory or something.

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    Super Moderator TMS's Avatar
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    (Huh. Not the card game I was expecting a comment on.)

    Well, my thinking at the moment is that there can be multiple locations in play at once, with characters able to move from one to another. Besides providing a setting, locations can also have effects on gameplay, either affecting the game as a whole or only the characters at that location.

    Thinking about all this, though, brings up another issue, which is why a character would move to a location that might seem "hostile" to it. Maybe this doesn't really matter, or maybe it could have to do with scoring (struggles must be won at all locations, or something like that). It's hard for me to say at the moment. I'm having trouble getting the rules of the game nailed down, and I'm starting to second guess myself. I've even considered changing the game's fundamental nature, such as making it cooperative (along the lines of The Lord of the Rings LCG) or asymmetrical.
    MY PROJECTS
    Published books: Odd Lodgings and The Silent Garden & Darker Places
    Digimon Fan Fiction: The Call
    Card Games: Digimon Tactics and Twilight (NOT Stephanie Myers-related) [both in-progress]
    Questions or comments? Hit me up at #wtw on irc.rizon.net

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    Super Moderator TMS's Avatar
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    I've been having a rough time with this game, and there's a chance that there might be more difficulty to come, but tonight I think I may have hit upon a way to work out some of the major kinks. I've been having trouble with card classification as well as the problem of how to use cards to establish a setting. Originally I started working on this game basically as a response to the Call of Cthulhu LCG. I wanted to expand that game's horizons and render it more faithful to the actual stories, and I set about adapting it to my vision. I realized recently that part of my problem has been that the Call of Cthulhu LCG isn't the type of game that I was interested in making, so I scrapped pretty much all of my ideas and started over from scratch. The setting problem is still a bit of a bother, but I think I've come up with a card classification system that works much better than the one I outlined in my first post. The new card types are as follows:

    Character: Still pretty self-explanatory. However, besides normal characters the game will also have neutral characters (wild animals, mindless monsters, etc.). Instead of being paid for by the player who draws them, their effects tell them when to enter play and how to act once there. They can pose a threat to either player, but whoever included them in their deck will presumably have a means of manipulating them so that they become powerful assets. I'm not sure yet whether I'll give these neutral characters their own card type or not.

    Support: These cards can represent just about anything that a player can use to support his/her characters. Items, special conditions, legends, and useful events all fall under this category.

    Fate: These cards are the same type of thing as the Support cards, only they are not paid for and are automated the way neutral characters are. These represent conditions and events that players (usually) don't have control over, such as weather, times of the day and year, and madness. As with the neutral characters, however, there are certain effects that can make sure they are turned to their player's advantage.

    Spell: I'm not sure whether to make this its own card type or to stick it under Support. Regardless, what sets Spell cards apart from other cards is that they are paid for by using characters' magical powers rather than spending normal resources.

    Location: Places the characters can go to. As I said, I'm still working on this concept. I'm toying with the idea of classifying locations by region to provide a greater unity of setting. For example, characters at a Location in Britain would have a hard time moving to a Location in Antarctica. Some other stuff like neutral characters may also be restricted by region.

    I'm going to give the setting thing a little more thought later. Cards are still going to be either colorless or associated with one of the five colors, with a card's color determining (among other things) what kind of resources can be used to pay for it. Anyway, what does everyone think about this new system?
    MY PROJECTS
    Published books: Odd Lodgings and The Silent Garden & Darker Places
    Digimon Fan Fiction: The Call
    Card Games: Digimon Tactics and Twilight (NOT Stephanie Myers-related) [both in-progress]
    Questions or comments? Hit me up at #wtw on irc.rizon.net

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