For both group and solo play. Embryonic. The idea is to mod it a bit for each genre.
Originally shared by Jacob Ross
How does this sound for a game system? It has a loose connection to an old game called Squire, which I believe comes from Errin Famiglia.
Every player gets a deck of cards (standard 52+Jokers), as does the GM. GM separates the numbers into one pile, and the Aces, Faces and Jokers into another. The GM can choose Faces to throw against the party, or draw randomly.
Players have a hand of five (or more) cards that they use to defeat enemies or challenges. When an enemy plonks down on the table, they play the top X cards from the numbers deck, which provides a difficulty to overcome. Players play cards of a value equal to or greater than that of the enemy to overcome them. Jacks play 2 cards, queens play 3 and Kings play 4. Aces mean that you draw another enemy Face card but power it up. Jokers have wild effects.
Suits represent different things. Clubs are physical abilities, hearts are social abilities, spades are mental abilities and diamonds material resources (or something, it's all in the air). You choose abilities when you level up, which can make your cards of various suits more powerful, let you draw orhold other cards and so on.
I have a system in place that lets you create random encounters for group or solo play. Changing out event/trap/enemy/location tables lets you make stories on the fly.
That sounds interesting.
ReplyDeleteQuestion, Can the players do anything with their characters to improve their cards? For example, you could have planned the best caper ever, but if you have a hand full of twos and threes it doesn't matter.
ReplyDeleteYeah. There are going to be ship and maybe crew abilities, plus a minimum hand value. This has become Project Vanquish, which I will eventually port over to more genres (really want to do Western, Samurai and Pirate).
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