Nov 6, 2015 12:56 pm
I've got a thread over on RPG Geek that I use to brainstorm for this project, but I thought it might be of interest to people here (and I'm keen, especially at this early stage of the design, to get as much feedback, thoughts and opinions as I can).
The gist of the idea is this: I have a set of custom cards that I had made for a game I was making years ago. Long story short: the game didn't pan out and I've just got these cool cards kicking around. So, I'm turning them into the heart of an RPG. There will be two decks of cards required to play - a Master Deck that is shuffled and sits in the middle of the table (this is shared by all players) and a Character Deck that each player will have (that will be customized to their character).
The core mechanic works like this:
The basic unit of interaction is a conflict (think of this as a 'check' in any other system; I use the term conflict to try and reflect that in this world, everything everyone does is always about getting themselves one step ahead at the expense of someone else. It's a zero-sum world). When a player starts a conflict, they describe their actions and the GM indicates which skill the player can use (there are 6: Gather Information, Deception, Athletics, Fighting, Hacking, Engineering). The player then spends skill points (up to their skill rank). Players may also spend Vitality (for physically demanding tasks) or Resolve (for socially or mentally demanding tasks). For each point spent, they draw 1 card from the Master Deck. This set of cards forms their conflict pool. Then, they may discard 1 card from the pool and replace it with 1 card from their hand. Keywords on the cards may trigger abilities that the player has. The value of the cards in the pool is then summed, a bonus is given for each card that matches the skill used, and the result is compared to the conflict TN. If the player beats the TN they succeed. If they tie, they succeed with a setback. If the result is lower, they succeed with a complication.
There's some other details (the GM has a pool of three resources that ebb and flow as the game proceeds, which the GM uses to modify checks, and spends to make setbacks and complications worse/more significant). However, the basic idea is that instead of dice, there is a tactical card-and-resource-management game that players play. It is important to note that the GM doesn't have a deck of cards, and doesn't engage with player characters the way they engage with the game. The system is designed to be asymmetric (unlike, say, D&D where the same rules apply to everyone. In Bionic the GM's rules will be different from the Player's rules).
The gist of the idea is this: I have a set of custom cards that I had made for a game I was making years ago. Long story short: the game didn't pan out and I've just got these cool cards kicking around. So, I'm turning them into the heart of an RPG. There will be two decks of cards required to play - a Master Deck that is shuffled and sits in the middle of the table (this is shared by all players) and a Character Deck that each player will have (that will be customized to their character).
The core mechanic works like this:
The basic unit of interaction is a conflict (think of this as a 'check' in any other system; I use the term conflict to try and reflect that in this world, everything everyone does is always about getting themselves one step ahead at the expense of someone else. It's a zero-sum world). When a player starts a conflict, they describe their actions and the GM indicates which skill the player can use (there are 6: Gather Information, Deception, Athletics, Fighting, Hacking, Engineering). The player then spends skill points (up to their skill rank). Players may also spend Vitality (for physically demanding tasks) or Resolve (for socially or mentally demanding tasks). For each point spent, they draw 1 card from the Master Deck. This set of cards forms their conflict pool. Then, they may discard 1 card from the pool and replace it with 1 card from their hand. Keywords on the cards may trigger abilities that the player has. The value of the cards in the pool is then summed, a bonus is given for each card that matches the skill used, and the result is compared to the conflict TN. If the player beats the TN they succeed. If they tie, they succeed with a setback. If the result is lower, they succeed with a complication.
There's some other details (the GM has a pool of three resources that ebb and flow as the game proceeds, which the GM uses to modify checks, and spends to make setbacks and complications worse/more significant). However, the basic idea is that instead of dice, there is a tactical card-and-resource-management game that players play. It is important to note that the GM doesn't have a deck of cards, and doesn't engage with player characters the way they engage with the game. The system is designed to be asymmetric (unlike, say, D&D where the same rules apply to everyone. In Bionic the GM's rules will be different from the Player's rules).