[Open Design] Tarot Game Rules 0.1
I generally dislike interpretation. It generally takes me out of immersion so I try to avoid or minimize it as much as possible. That means I’m potentially missing out on one of the usual techniques for playing solo, though, so I’m taking on the challenge of trying to solve that problem for myself.
These are rules I playtested recently. There isn’t much to them, IMO, but their aim is to try and make interpretation fun for me.
https://redd.it/9qzczs
#SoloFirst_Design
https://redd.it/9qzczs
Thank you! When i look at the Tarot illustrations and the meanings described in the various booklets, there just seems to be so much potential there, but then it's like you said. :)
ReplyDeleteYeah, it gets complicated. But then, it's supposed to be. Tarot, as it stands, is meant to be a spider web of meanings that connect with other meanings. It can spread in all kinds of directions.
ReplyDeleteHowever, this is a bit much for role-play use.
I'm wondering if a RPG Tarot deck was made that's inspired by Tarot, but breaks off in its own direction, if that might work. I'm thinking each card's imagery would consist of something that implies an action, a description, an identity, and a place. I would do away with the concept of suits, and maybe even major arcana. I think the simpler imagery combined with a mechanic that took into consideration if the card is pulled upright or reversed would give each card a whole range of clearly identifiable meaning. Draw two cards together and combine them and you would have virtually infinite number of meanings.
I think if each card followed a simple image format like this, it would be much faster to interpret. Most oracle questions revolve around asking a point of action or description, so a card with limited symbology that takes that into consideration could move rapidly in solo play.
Hmm. Maybe that's why a lot of solo journaling games with crunchier mechanics tend to use poker cards. I"m just wondering.
ReplyDeleteI've had more luck with an out of print, Tarot based deck that was called Bright Idea Deck. The process was simple like you suggest; usually one or two cards at a time and just use them for inspiration. NO mechanics or meta-game of struggle.
I would kind of hate to lose that overlay premise (edit: I mean, the sense of me actively fighting another force over this poor imaginary soul), but it is what it is. :)