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General Tabletop Discussion
*TTRPGs General
What's In The Cards? Looking At Some Card-Based Tools For Your Game
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<blockquote data-quote="aramis erak" data-source="post: 7739359" data-attributes="member: 6779310"><p>Both really play well when players are open to them; it's been hit-or-miss for me with players.</p><p>The system makes excellent use of multiple features of the cards:</p><ul> <li data-xf-list-type="ul">Action success/failure</li> <li data-xf-list-type="ul">side initiative</li> <li data-xf-list-type="ul">damage resistance of PCs</li> <li data-xf-list-type="ul"> Yes/no answers</li> <li data-xf-list-type="ul">Yes/no/maybe answers</li> </ul><p>The inspirational use is documented, but not of great use for me due to not knowing all the iconics, in both games.</p><p>Great fun to run.</p><p></p><p>Love the "draw 12 and arrange them" character gen. Great way to do it.</p><p></p><p>The trump suit mechanic tends to shape player actions, it's like having your next 5 dice rolls to pick from.</p><p></p><p>One of my favorite uses custom cards was in Torg/Shatterzone/Masterbook. Unfortunately my player group at the time didn't like any of the settings and/or the rest of the mechanics. They don't replace the dice; they serve as a form of fate point, as an initiative card, an event trigger, and help in resolving extended tasks.</p><p></p><p>Another great use is Hobbit Tales cards replacing the encounter type rolls in The One ring.</p><p></p><p></p><p>Least favorite card driven game was Freemarket. Beautiful, but the storygame mode was unfamiliar to my players, and they wanted to resolve far to many things mechanically, as did I, so the game slowed to a creeping crawl. Maybe I should break out the files and run it again. Love the setting, and the mechanics are interesting.</p><p></p><p>Army Of Darkness allows using standard cards as a dice replacement.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7739359, member: 6779310"] Both really play well when players are open to them; it's been hit-or-miss for me with players. The system makes excellent use of multiple features of the cards: [list][*]Action success/failure [*]side initiative [*]damage resistance of PCs [*] Yes/no answers [*]Yes/no/maybe answers [/list] The inspirational use is documented, but not of great use for me due to not knowing all the iconics, in both games. Great fun to run. Love the "draw 12 and arrange them" character gen. Great way to do it. The trump suit mechanic tends to shape player actions, it's like having your next 5 dice rolls to pick from. One of my favorite uses custom cards was in Torg/Shatterzone/Masterbook. Unfortunately my player group at the time didn't like any of the settings and/or the rest of the mechanics. They don't replace the dice; they serve as a form of fate point, as an initiative card, an event trigger, and help in resolving extended tasks. Another great use is Hobbit Tales cards replacing the encounter type rolls in The One ring. Least favorite card driven game was Freemarket. Beautiful, but the storygame mode was unfamiliar to my players, and they wanted to resolve far to many things mechanically, as did I, so the game slowed to a creeping crawl. Maybe I should break out the files and run it again. Love the setting, and the mechanics are interesting. Army Of Darkness allows using standard cards as a dice replacement. [/QUOTE]
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