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2016-02-02, 06:26 PM (ISO 8601)
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TTRPGs that utilize card based mechanics
Are there any games out there that primarily use a card based mechanics?
Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2016-02-02, 09:20 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
A few. I've seen one named "A Turn of the Cards" or similar, plus Marvel SAGA, Castle Falkenstein, Everway...
Some use cards as an extra mechanic. Deadlands Classic uses cards to determine the results of spellcasting. (The more powerful you are, the more cards you get to draw. But if you draw a joker, Bad Things happen). TORG had a Drama Deck that set the pace of combat and gave PCs some extra options.Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
I read this somewhere and I stick to it: "I would rather play a bad system with my friends than a great system with nobody". - Trevlac
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2016-02-02, 09:31 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
In D&D there is a Deck of Many Things
I'm a Lawful Good Human PaladinJustice and honor are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave
— The Acts of Iomedae, Pathfinder
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2016-02-02, 11:30 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
I read this somewhere and I stick to it: "I would rather play a bad system with my friends than a great system with nobody". - Trevlac
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2016-02-03, 01:32 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
I'm a Lawful Good Human PaladinJustice and honor are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave
— The Acts of Iomedae, Pathfinder
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2016-02-03, 01:41 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Back in the late 90s, early 00s, WotC came out with Dragonlance SAGA and Marvel SAGA, which used specialized, non-collectible card decks for character generation and actions. I'm not as familiar with Marvel, but Dragonlance had a semi-solid core system that got sorta stupid and wonky in some ways as power levels increased (i.e. once you got away from human-scale enemies), and didn't balance races or character creation very well (elves got a bonus for any action with a sword! Minotaurs got bonuses when... sailing).
I made some alterations to their core system and created ODE, which uses a standard deck of cards instead of their specialized deck. It's a bare-bones system right now, with only one supplemental post, but I have some ideas on the back burner to expand and clarify some ideas from it.The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
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2016-02-03, 02:24 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2016-02-03, 02:32 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Give them a deck of many things, I dare you
I'm a Lawful Good Human PaladinJustice and honor are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave
— The Acts of Iomedae, Pathfinder
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2016-02-03, 02:49 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2016-02-03, 03:00 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Ah, if the Deck of Many Things eats campaigns, DnD has a way of eating forum threads.
The most card-using TTRPG I have played is Savage Worlds, where playing cards is used to determine initiative in combat. I believe the game Mike Krahulik of Penny Arcade is developing is going to be a fully deck-building TTRPG, but it is not yet out.
I think it might be hard to put out an actual card game TTRPG because accessibility is a huge factor in getting people to play the games. If a game demanded everyone own the book, I'm already going to have logistical issues getting a group. If it further demanded cards specific to the game and especially if every player was expected to go out an buy their own deck, it would be very hard to actually play this game.It always amazes me how often people on forums would rather accuse you of misreading their posts with malice than re-explain their ideas with clarity.
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2016-02-03, 03:11 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Malifaux has a great card based ttRPG calledthrough the breach. My group did a one shot of it a couple weeks ago and it was a lot of fun.
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2016-02-03, 05:05 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Back in the 1990s there was a game called Torg, which I've never played but always kinda wanted to give a go. Among its (to me) novel mechanics - it explicitly dropped the pretense of using the same rules for PCs and Everyone Else, and gave the PCs their own attack and defence tables, and stuff called "possibility points" (which will feel oddly familiar to anyone who's played FATE) to make them more heroic.
It's a multi-setting game combining medieval/magic, weird science/steampunk, Cthulhoid horror, modern, cyberpunk and more in a single campaign.
Among its novel features were a deck of cards specifically for use in combat and other time-critical situations. I forget exactly how they were played - I think the GM turns a card each round which determines initiative and advantage for that round, and the players could modify it by playing their own cards. Or something like that.
The cards would apply a wide variety of conditions that affect actions. For instance, there's a condition that prevents your dice from 'exploding' in that round. IIRC there are even worse conditions that basically translate to 'lose a round', but it's been a long time since I looked at it. They also set a specific action for that round (e.g. "Defend", "Move" etc.) that will be rewarded with bonus possibility energy. The stated aim is to encourage a "cinematic" playstyle with lots of movement, rapidly changing tactics and conditions, rather than just "keep hitting the enemy until they fall over"."None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain
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2016-02-03, 06:04 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Toward the end of the 3.5 era, WotC published Three Dragon Ante, a card game which could be played by either D&D players or their characters (including bonuses determined by the characters' skills). The rulebook is still available for download.
Dragon #346 included a method for using the cards for character generation (which amounted to a random point buy), with a variant using regular playing cards.
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2016-02-03, 07:51 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Oh, in that case, can I introduce you to Three Ranger Limit?
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2016-02-03, 07:52 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2016-02-03, 09:21 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
I really like the idea of it. It is interesting that how well you will do on an action is already known to the player (aside from trump drawing). That gives the player a bit of agency on the random element, which is the one thing I'd think about.
Also the last sentence is a bit confusing regarding leveling up.
" Trumps do apply to this draw, including face card trumps, but non-trump Aces reduce their related attribute by 1."
Does this mean when you go to upgrade if you hit an Ace you can lose stat points? If so I'd say that wouldn't be a great idea.Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
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2016-02-04, 11:43 AM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2016-02-04, 01:28 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Get a 52 card deck, assign a meaning to each number, suit, and face
for example, I drew a king of hearts after getting the "magic deck" item and I summoned a fighter of the same level as me, who has 500 gpI'm a Lawful Good Human PaladinJustice and honor are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave
— The Acts of Iomedae, Pathfinder
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2016-02-04, 04:09 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Frankenstein Atomic Frontier uses card-based mechanics. I've never actually had the chance to play it, but I can at least vouch that the adventure modules are pretty entertaining in their own right. It's got a definite kitchen-sink sci-fi thing going.
Last edited by Grinner; 2016-02-04 at 04:09 PM.
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2016-02-04, 06:19 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Primetime Adventures has this as well; as I recall, you're trying to get more red cards than the GM, and you want your highest card to be higher than the GM's. This is because there's two aspects to a scene: whether a character gets what they want, and whether they stay in control of themselves. Which aspect gets assigned to which factor depends on what type of scene it is--if it's a Plot Scene, then the scene outcome is tied to who gets more red cards and the emotional control is tied to the highest card...and if it's a Character scene, you reverse that (so that emotional control is tied to red cards, etc.).
So you could wind up with a scene where your character (who has an emotional Impulse of "loud fits of anger") succeeds in having things go the way they want, but they explode in a tantrum, for instance.
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2016-02-05, 09:41 AM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Make an Apples to Apples side quest at the next tavern
I'm a Lawful Good Human PaladinJustice and honor are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave
— The Acts of Iomedae, Pathfinder
Avatar made by Professor Gnoll
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2016-02-05, 10:43 AM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
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2016-02-05, 01:25 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Card based encounters
Run into a fight, draw as many cards as you want monsters, and that's a battleI'm a Lawful Good Human PaladinJustice and honor are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave
— The Acts of Iomedae, Pathfinder
Avatar made by Professor Gnoll
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2016-02-05, 01:41 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Maybe just me - but it seems like most TTRPGs which use cards as the primary mechanic are a bit lighter (not an inherently bad thing). Likely because the cards, as drawn, alter the chances of drawing the next card and therefore makes the random results so much harder to calculate from a design perspective so that they can balance things through math.
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2016-02-05, 04:20 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
...why is a post about RPGs with card based mechanics full of posts about the Deck of Many Things? x.x
Anyway, yes, there are. The ones that leap to mind beyond the already mentioned ones are Beat to Quarters and its companion game, Duty & Honor. They use two decks of standard playing cards. To resolve an action, the GM draws a "card of fate" from his deck, and then the player draws cards from their own deck according to their character's capabilities. Cards which match the suit of the Card of Fate are successes, cards which match the Number of the Card of Fate are criticals, and drawing the card that exactly matches the Card of Fate is a "Perfect Success."; If the opponent is an NPC instead of just a task, then the GM draws cards for the NPC in a similar fashion - but cannot get a Perfect Success because that card is already out of their deck.
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2016-02-05, 06:37 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Mystic Empyrean actually uses several decks to represent the nature of your character and the world at large in a clever way- there are seven elements and a auto succeed and auto fail, and each element is tied to a particular sort of action; acting in particular ways could change your personal balance (the card deck specific to your character) and give you more powerful powers, at the cost of limiting your effectiveness to particular sorts of actions. Different environments could then have their own balances, reflecting that in some places certain actions were inherently more effective
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2016-02-06, 05:14 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Dust Devils uses poker hands to determine success in a scene, giving narration to the player with the high card, and baiting players to submit to their characters' inner demons in exchange for additional cards.
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2016-02-06, 06:18 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Kenzer's Aces & Eights RPG uses a standard deck of cards as part of the hit location mechanic as well as the chase scene mini-game mechanic. There may be some other uses for a deck of cards in that game as well. It doesn't use a deck of cards as it's primary task resolution mechanic though.
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2016-02-06, 08:48 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
I would be interested in trying some of these.
I tried making one a few years ago with some friends - leveling up by deck building. It was kind of fun but combat became very, very complicated. It was kind of fun but it was an abstraction and in practice at the table it wasn't an RPG anymore.
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2016-02-07, 07:39 PM (ISO 8601)
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Re: TTRPGs that utilize card based mechanics
Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
I read this somewhere and I stick to it: "I would rather play a bad system with my friends than a great system with nobody". - Trevlac