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Old 23rd May 2008, 10:29 PM   #1 (permalink)
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The Cardsharp System

After doing several different writing projects for D&D 3.5, D20 Modern, and True20, I decided I really wanted to try my hand at creating a new non-d20 system.

I am calling it the Cardsharp system.

Here are some of the key points to it.

I am using decks of playing cards to execute every aspect of the game, including character creation, task resolution, and adventure map creation.

Characters can be created in 5 to 10 minutes, probably less for experienced characters.

I wanted to create a game that would allow players to play as a team or versus each other in a cooperative or non-cooperative fashion.

I also wanted to give players the ability to have the ability to influence the amount of experience they get per session, whether that be for better or worse.

I wanted stat blocks to be easy for both characters and enemies.

I wanted to to be easily expandable, my current plan allows for expansions covering, races, equipment, adventures, and eventually converting the system to new genres to cover the interests of different groups of players.

I wanted it to be a game that you could find being played at a convention or a hobby store.

Miniatures can be used, but are not mandatory.

I would like to release this project as a PDF with the option to do Print on Demand.

The current project is about 90 pages. In addition to the rules, it includes 5 short adventures and 16 different enemies statted out at three different levels for higher level play.


Here is a portion of the opening flavor text.

ARENA

Wagering has always been a compulsive vice of man. It has come in many different forms throughout time, the simple card game, the betting on professional boxers, to the alluring mini-games on video slot machines. Enterprising individuals are always attempting to create the next big bang when it comes to party people from their credits.

With the creation of the Virtual Environment Reactive Interface (VERI) designers were able to create a visual artificial environment that reacted instantly to input from the user. The technology quickly grew to allow multiple users to interact with each other in the same artificial environment. It wasn't long before casino owners began to see the possibilities with games of chance using VERI technology.

The most popular VERI game is Arena. Players create a Soldier, and that soldier fights in an arena style battlefield against both the dealer and other players. While the actions of the soldier are controlled by the player, the outcome of each action is determined most often by the results of a single hand of Cardsharp which is a derivative of Blackjack. Players wager on the outcome of the hand in an attempt to earn chips.

These chips are redeemable in several different ways. You can use them to upgrade your soldier. Or, you can use them to purchase better gear for your soldier. Lastly, players can redeem them for credits. The best players in the world acquire vast fortunes by winning tournaments.

Originally, the combat options were quite simple, but as Arena grew in popularity, the marketing potential grew as well. Research and Development companies for the general populace as well as military and private sectors now invest millions into the integration of their military gear into the game. Now players are not limited to attacking with a simple generic assault rifle, they can head into the Arena equipped with the TKR R-17 assault rifle.

Sponsorship of individual players or even whole teams by a company is commonplace now. Every individual or team victory is instant credibility for a company's new cutting edge gear. In fact, whoever sponsors the individual or team champion at the International Arena Tournament has had the sales of their gear triple by the next year.

Who knows if you have what it takes to get to the top, more than likely, you'll end up broke like the rest. Then again, perhaps you aren't like the rest, and all that stands between you and fortune and fame is your buy in.

So buy in, create your soldier, and prepare for battle, it's time for Arena!


What do you think? Anybody interested in seeing more?
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Old 24th May 2008, 07:12 AM   #2 (permalink)
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Huh. I dunno. Maybe.

But wouldn't it be better if the name wasn't extremely close to C# (C-Sharp, one of the computer programming languages)?
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Old 24th May 2008, 04:00 PM   #3 (permalink)
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Hmmm, good question, I am obviously not a computer programmer. I have never abbreviated the word Cardsharp, and I like the correlation between the game and the definition of cardsharp, not that I am enticing people to cheat, but I have never played with a group in any game system that didn't have at least one person who fudged a little.

Let's see if anyone else feels the same way about the name.
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Old 24th May 2008, 09:05 PM   #4 (permalink)
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The word cardsharp has a much older use and meaning than the existence of C#. Don't worry about the name. How does you system differ from other games using a deck of cards, like Deadlands?
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Old 25th May 2008, 12:31 AM   #5 (permalink)
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In contrast to Deadlands, my game uses no dice. The resolution system works of off using one of two types of hands.

A Draw, is being dealt two cards and comparing their value to either a set value or an opposed value. In some instances you have the ability to pull a bonus card to add to the value of your hand.

A Pull, is being dealt a single card. The result of the Pull is compared against either the suit or the face of the card depending on the type of Pull it is.

The trick to the game is that you can wager upon the success you believe you are going to have. Players have a wagering pool that they can use to increase the amount of experience they gain. If they succeed in an action they add to the wagering pool, if they fail an action, they deduct from the wagering pool. At the end of the game, you add whatever is in the wagering pool to your character's experience point total.
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Old 25th May 2008, 12:39 AM   #6 (permalink)
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It doesn't appear like there are any other objections to the Cardsharp name so that is reassuring.
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Old 27th May 2008, 07:21 PM   #7 (permalink)
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I like the idea.
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Old 28th May 2008, 04:42 AM   #8 (permalink)
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Thanks.

I have about another couple weeks of writing to get it finished up. Then it will be time for some serious playtesting to get the kinks worked out. After any necessary rewriting it will be time for layout and artwork. So theoretically it might be ready towards the end of the year.
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Old 18th June 2008, 08:42 PM   #9 (permalink)
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I'm definitely curious to see the game.

It reminds me of some of the ideas in Sean Howard's 300 project, specifically the card crafting system and card character design systems. Maybe also some of the ideas around using cards for AI and world generation. You might find some inspiration here, there's some solid ideas from a computer gaming perspective.
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Old 19th June 2008, 04:23 AM   #10 (permalink)
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Harkins, thanks for the links, the last two worked at least. I am glad to hear you are curious, especially since I really haven't posted that much about it.

I have been revising the damage system a bit to make it more variable. Also been tweaking initiative to take into account both a characters reaction and the range of their weaponry.

I unified the pricing structure for weaponry. So now if you want to create custom weaponry you know exactly how much it should cost to buy. Also added weapon advantages so that you can customize your weapons with extra abilities.

My good friend Thom is working on some preliminary artwork. All I can say is, I expect it to be impressive.
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