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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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<blockquote data-quote="Dana_Jorgensen" data-source="post: 1256075" data-attributes="member: 12962"><p>I actually developed a product along these lines back around 1996 or so. However, it was no a PDF-based system, but something that was going to be distributed via web</p><p></p><p>First thing I did was dispose of the traditional sense of collectibility. There were no commons, uncommons, or rares; just cards that were printed as needed (and with the rules I wrote, one could need quite a few). The collectibility was to come in the form of limited edition cards featuring alternate artwork by someone famous in one art world or another. The limited edition card would be sold a fixed number of times then become unavailable. By doing this, I also greatly reduced the influence of a wallet on the final outcome.</p><p></p><p>Anyway, what I wrote was a card-based, boardless scifi wargame set in an interstellar conflict between two waring species of life. Players broke into two teams, each team representing a different species. Players then assembled their decks as they saw fit based upon point values assigned to the cards. Last step was to roll some dice, create an area of space to fight over, and start the game. Each player would represent a planetary garrison, space fleet, or invading force, as the team decided.</p><p></p><p>As the game progresses, each player uses resources made available to create more resources, military units, or even advantageous situations in the game, which requires either recycling the cards in the grave yard or printing out new cards.</p><p></p><p>As playtesting continued, three levels of rules eventually developed, skirmish, battle, and campaign levels, ranging from a two-player game fighting over a city, up to a two team multiplayer game fighting over entire star spanning empires. In the final playtest game, we had 42 people playing a campaign level game, consuming 3500 square feet of office space, in a game that took three weeks to conclude and ended up with over 47,000 cards put into play...</p><p></p><p>Unfortunately, I never did manage to round up any decent art for the cards (everyone interested in doing artwork submitted dark goth nonsense far better suited for VtM than any scifi game), so the game faded into the obscurity of the countless games never published for mass consumption.</p></blockquote><p></p>
[QUOTE="Dana_Jorgensen, post: 1256075, member: 12962"] I actually developed a product along these lines back around 1996 or so. However, it was no a PDF-based system, but something that was going to be distributed via web First thing I did was dispose of the traditional sense of collectibility. There were no commons, uncommons, or rares; just cards that were printed as needed (and with the rules I wrote, one could need quite a few). The collectibility was to come in the form of limited edition cards featuring alternate artwork by someone famous in one art world or another. The limited edition card would be sold a fixed number of times then become unavailable. By doing this, I also greatly reduced the influence of a wallet on the final outcome. Anyway, what I wrote was a card-based, boardless scifi wargame set in an interstellar conflict between two waring species of life. Players broke into two teams, each team representing a different species. Players then assembled their decks as they saw fit based upon point values assigned to the cards. Last step was to roll some dice, create an area of space to fight over, and start the game. Each player would represent a planetary garrison, space fleet, or invading force, as the team decided. As the game progresses, each player uses resources made available to create more resources, military units, or even advantageous situations in the game, which requires either recycling the cards in the grave yard or printing out new cards. As playtesting continued, three levels of rules eventually developed, skirmish, battle, and campaign levels, ranging from a two-player game fighting over a city, up to a two team multiplayer game fighting over entire star spanning empires. In the final playtest game, we had 42 people playing a campaign level game, consuming 3500 square feet of office space, in a game that took three weeks to conclude and ended up with over 47,000 cards put into play... Unfortunately, I never did manage to round up any decent art for the cards (everyone interested in doing artwork submitted dark goth nonsense far better suited for VtM than any scifi game), so the game faded into the obscurity of the countless games never published for mass consumption. [/QUOTE]
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