20 July 2011

A Dwarf loadout for a game that doesn’t exist.

Just as the topic says. Remember that role playing card game I mused about several months ago? I kept thinking about it and produced enough cards to make a sample character loadout. What you see above is a loadout for a stereotypical Dwarf character.



Based on the card layout for this character our dwarf has:
  • 2 Strength
  • 3 Toughness
  • 1 Dexterity
  • 1 Wisdom
  • 1 Intelligence
  • 1 Charisma
If you’ve read those previous posts you would know that these stats are derived from the colour of the cards used in the loadout. That means that if you add up all of the values it should equal 9. Thus, all characters must have a value between 0 and 9 for each attribute. That’s pretty straightforward, I think.

The question is, what are these attributes used for? In a nutshell, they relate to the Hit Deck. A communal deck of cards made up of 9 suits, each matching an attribute. Depending on what your character is doing their attribute could affect anything to the number of cards they get to draw to a bonus to the card value. Typically it’s going to be card draw. If our dwarf wanted to kick down a door, for example, the GM would have them draw a number of cards equal to their Strength attribute +1 (since you can’t draw 0 cards). They get to use the card with the highest value for their attempt to knock down the door. To further complicate things, there is a system of trumps. Basically, every attribute has one other attribute that trumps it and counts as a straight up failure if used. I haven’t figured out the trump relationships at this point.

If you look through the cards you might notice a few other things I haven’t previously talked about. I make reference to wound types on some of those cards. The way I envision injuries working in this game would be that the GM has a stack of wound cards of different types. He tosses those out to characters/monsters as needed. I feel that this is one of the strengths of using a card-based system. You can have the granularity of different types of injuries without having to look rarely used rules. What you need is printed on the card that has handily been placed next to your character.

I don’t believe I’ve spent much time talking about the difference between Ancestry, Ability, and Equipment cards either. Mechanically, it comes down to how they are swapped in and out of your character loadout. Ancestry cards can never be swapped out unless something drastic happens like a polymorph spell or disownment. Ability cards require retraining of some kind to change and Equipment cards can be moved in and out on a character’s turn. Fluff wise there are some differences, but I’m sure you can work those details out on your own.

I think the cards are pretty self-explanatory and give an idea of how I imagine this game playing out. I think it’s worth noting that a player could easily mix and match cards from different loadouts to quickly and easily create all kinds of different characters.

That pretty much does it for now. I don’t know how much further I’ll pursue this idea. It seems like fun to me, but I’m not sure if it really appeals to anyone other than me. I might post up some card templates so that anyone could make their own cards. If you want to see more of this then let me know.

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