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Seeking input for card-driven post apocalyptic supernatural rpg project

bigjdunham

First Post
To celebrate #NaGaDeMon (National Game Developers Month) I started an rpg development project. It started with wanting to use a deck of cards, rather than dice to be my game randomizer of choice. Then I determined I wanted the results to be non-binary to create more roleplaying opportunities, from the randomized outcomes. And then finally I decided I wanted it set in a supernatural post-apocalyptic science fiction world, based off another rpg I loved. I’ve been posting about my progress on it here:

http://www.campjoshanna.com/joshblog/

But here are couple of good starting point articles that I would welcome input with:

http://www.campjoshanna.com/joshblog/2018/11/03/nagademon-primary-mechanic-development-continues/

http://www.campjoshanna.com/joshblog/2018/11/05/nagademon-setting-and-character-heritages/

http://www.campjoshanna.com/joshblog/2018/11/14/nagademon-whats-in-a-name/

http://www.campjoshanna.com/joshblog/2018/11/10/nagademon-action-economy/

Any constructive feedback you can give will be very welcome! Thanks!

- Josh
 
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Hiya!

Sorry, didn't look through it all, just a really quick skim. So far it sounds interesting. Most likely I can see it being played sitting around a camp fire drinking beer and toasting marshmallows. If you could get a "light" version that has simple rules and a lot of roleplaying/interactive talking I can see this being an AWESOME campfire game! :) Allowing players to swap cards with each other, and allowing the GM to "trump" a players card with one of his/hers for the bad guys...maybe allow the GM to build up a "pool" of cards, and allow the players to do the same.

Anyway, if this is already in the rough draft, sorry (as I said, didn't have time to read much). But yeah...a card-based "narrative play card rpg campfire game system" would be fun! I also see it's potential to lure in unsuspecting normies into the dark and mysterious realm of the "Role-Play Gamer".... :evilgrin:

^_^

Paul L. Ming
 

Maybe post one of those here and see what the wolves leave behind?

Okay yep, here’s something based on my post on the base game mechanics:

- Use a standard deck of cards w/ jokers 🃏, Aces are considered a 1 and royal cards have no numerical value. Numerical cards are otherwise as is, i.e. a 2 is a 2, a 7 is a 7, and so on...

Performing an action:

- “Draw” cards equal to the Character’s Aspect (sub-attribute) that best pertains to the action. An Aspect of 3 means draw 3 cards.
- “Re-draw” - Then draw cards equal to the Character’s Attribute connected to the used Aspect. These cards will replace cards drawn in the action’s initial draw. But the card to be replaced must be chosen before the “
Re-Draw.. Attribute 1 means draw & replace 1, Attribute 2 means 2, Attribute 3 means 3, etc…
- One Success is one card hitting the Target Number or higher. The default Target Number is 10.
- The Difficulty of the action is the number of Successes you need to achieve the action you set out to accomplish: Easy is 1 success, Average is 2 successes, Hard is 3 successes, Extreme is 4 successes, and so on…
- Skills decrease the target number: Basic Skill needs 9 or higher, Advanced Skill needs 8 or higher, Expert Skill needs 7 or higher, Master Skill needs 6 or higher.
- Black ♠️♣️ means good 👍🏾, red ♦️♥️ means bad 👎🏾. Whichever has more cards in the draw, black or red, determines positive (Benefit) or negative (Drawback) secondary effect. This effect is a roleplay effect above and beyond whether the action achieves its desired outcome.
- Royal cards trigger special abilities called Powers
- Jokers are a Critical Success, which means an automatic Success and an automatic Power trigger of your choice.
- Jokers cannot be cancelled out.
- Shuffle the deck after a joker is drawn or there are no more cards to draw
 

Maybe post one of those here and see what the wolves leave behind?

And here’s my initial thoughts on the world and it’s playable heritages (aka races or species):

The world for this game is going to be based off an RPG setting (Alpha Omega) I found really intriguing. The company that produced it has fallen off the face of the earth so there is no new material being produced for it. And ultimately I thought the system was too crunchy. Maybe they wanted the world to feel imposing because that's how the system honestly made me feel. But the world building was fantastic. So I'm gonna do a bit of "borrowing" for this first attempt at making a game. So here are some of the highlights of the setting:


Sci-fi setting

Post apocalyptic Earth

After the apocalypse, nature revolted and "reclaimed" the world

Humanity lives in pockets of civilization fighting to not be taken by nature

Magic has (re?)entered the world

Humanity is being "warped" by nature and new mutations are appearing

Angels and demons have come out of hiding and are now impressing their will openly

Angels and demons may be aliens?

High technology - AI humanoid robots, cybernetic enhancements, etc...

Corporations make up the bulk of "governments"


As I write out these bullet points I'm getting really excited again to play in this beautiful world. I love the idea of PCs exploring a new frontier, having mutations, interacting with divine beings, sentient AIs, having magical powers, and shooting laser rifles. What's not to love?


Heritages


So now let's talk heritages (aka races or as they are called in the Alpha Omega books, species) in this game. Here are the likely heritages that a character can choose:


Human

Mutated human - Evoluu

Created humanoid - Bio-engineered (BE) human or Artificial Intelligence (AI) android

Half-angel/demon - Nephalim-touched
Half-alien servant - Grigori-born

There are more heritage options in the Alpha Omega core book, which I feel for my purposes is too many options. Also some options I felt were just too powerful to be PCs, i.e. they had rules to play a full fledged angel/demon which was nearly twice as powerful as a regular human. So I'm not gonna do that, for play balance's sake. Also I think in this setting some heritages were listed separately that in a less crunchy system can be listed together; i.e. Necrosi and Remnants (Evoluu) are really both mutated humans. And bio-engineered humans and AIs are both lab/factory-created beings. I think the rules for their creation will be very similar with just a few choices to make them feel unique.


Humans - "Uncorrupted" humans are the most numerous on Earth still, but their dominance is dwindling fast. The rise of mutations and the rapid construction of AIs is outpacing the growth rate of the traditional nuclear family. But humans aren't without their benefits. They have learned to study magic and are the best arcane magic "wielders" on the planet. They also are driven to succeed which makes them really good at focused careers.


Evoluu (mutated humans) - Often called Morphlings, as a derogatory term, by other races. After the apocalypse there are many mutations that have developed across all living species, and the diversity is well evident in humanity. Those humans who are born with evidence of mutations call themselves the Evoluu. The ones with outward signs of mutations are the easiest to spot and also the most likely to be persecuted against by other humans. Most Evoluu are unique from each other, with no 2 Evoluu having the exact same mutations. Except the Necrosi (Evoluu sub-Group), which seem to have developed a whole tribe/culture around specific mutations; most noticeably pale skin, aversion to light, and ability to see in darkness. Evoluu also have developed an innate ability to use the magic of the natural world around them.


BEs and AIs (created humanoids) - In this far flung future, humanity has figured out how to create new sentient servants that can cater to every whim and need of the people. Thus bio-engineered (BE) humans and androids imbued with artificial intelligence (AI) were created. Many were created with specific needs in mind, and many have revolted against their programming. BEs cannot procreate but stories say a group of AIs took over an Android production facility and are now creating free-willed "offspring." BEs and AIs can't use magic (yet?).


Nephalim-touched (half-angels/demons) - Since the apocalypse, the rules separating the mundane and divine have seemingly been broken. The divine messengers have returned (or came out of hiding) and are influencing the world once again. And like old times they find themselves desiring the companionship of humans. This has created persons, to a lesser extent, imbued with the powers of life and death itself. Nephalim-touched can call upon great abilities unknown to humans, and can channel the magic of the divine. There paths are largely paved by the angel or demon who is their parent, but there are individuals who have chosen to forsake their heritage and forge a new path.


Grigori-born (half-alien servants) - To the uninitiated, one would say the Grigori are to the Nephalim as BEs are to humans. But that's woefully simplistic and actually grossly inaccurate. Whereas BEs are based on the same "platform" as humans, maybe you could say constructed upgrades to the traditional human, Grigori are actually a whole separate genome from the Nephalim. They are actually an alien species that the Nephalim "coerced" into servant-hood and then bio-organically modified to become bigger, stronger, faster, smarter, etc... than they ever were before. And they were brought to Earth to follow their masters, the Nephalim. But... the Grigori have learned from the humans. Many have found them captivating, and their desire for free will has been infectious to many Grigori. So much so, the world now sees Grigori and humans living and fighting side by side, which has also created some more intimate relationships. Grigori-born are only able to wield Natura magic.
 

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