Difference between revisions of "User:Morbus Iff/notepad"
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Morbus Iff (talk | contribs) (Draft example of faction and mechanic.) |
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* '''Inspirations''': If you know Magic: The Gathering, think of it as an equivalent of what I'd like to build, and what this game should be. The rules will be a lot simpler, however, but the amount of deck possibilities, and support for expansions, should be similar. | * '''Inspirations''': If you know Magic: The Gathering, think of it as an equivalent of what I'd like to build, and what this game should be. The rules will be a lot simpler, however, but the amount of deck possibilities, and support for expansions, should be similar. | ||
− | * '''Goal''': The goal of the game, as a player, is to defeat your opponent. Your character does this by enforcing enough | + | * '''Goal''': The goal of the game, as a player, is to defeat your opponent. Your character does this by enforcing enough [[Cartographer's Nerves|consensus reality]] that your opponent has to believe it. The metric for believability is measured in Intellectual Stamina: when your opponent's Intellectual Stamina is depleted, he can no longer disbelieve in your reality, and must accept defeat. |
* '''Implementation''': It'll be PHP, browser-based, and integrated with the Drupal content management system. This is not up for discussion, for numerous reasons. No, I will not get into those reasons, because you won't sway me from them. Simple! | * '''Implementation''': It'll be PHP, browser-based, and integrated with the Drupal content management system. This is not up for discussion, for numerous reasons. No, I will not get into those reasons, because you won't sway me from them. Simple! | ||
− | ===Who are the | + | ===Who are the player characters?=== |
+ | |||
+ | Each player represents a character and faction in the world of Ghyll. To enforce [[Cartographer's Nerves|consensus reality]] requires resources, and each faction requires a different type of resource, although they can use other resources as the need arises (though, at the expense of spreading themselves to thin: think of playing a three-color M:TG deck). Initially, there would be only one faction (to simplify coding and test out the rules, etc.): | ||
+ | |||
+ | * '''Fortune tellers, prophets, etc.''': These folks use the power of [[Pinky]] and [[Perky]], per the [http://en.wikipedia.org/wiki/Lunar_phase lunar phases]. As opposed to requiring resources (like "5 printing presses" for a writer's guild, for a horrible example), this faction requires the moons to be in a certain phase. Cards would have a moon phase ("Perky, Waxing Gibbous"), and an on-screen graphic would show the current phases of each moon: cards could only be played under their proper moon phase. There are two subfactions: those who prefer Pinky (and thus, would predominantly use cards that can be played when Pinky is in varying states) and those who prefer Perky (same). There would also be a "shared" pool of cards: those that can be played in any phase ("Either Moon, Full") or uber powerful cards that require both ("Pinky, First Quarter", "Perky, Full"). | ||
Revision as of 20:06, 1 December 2005
Contents
Ghyll Collectible Card Game
I've wanted to do a card game, of any sort, for a while. Here's one take.
Introduction
- Inspirations: If you know Magic: The Gathering, think of it as an equivalent of what I'd like to build, and what this game should be. The rules will be a lot simpler, however, but the amount of deck possibilities, and support for expansions, should be similar.
- Goal: The goal of the game, as a player, is to defeat your opponent. Your character does this by enforcing enough consensus reality that your opponent has to believe it. The metric for believability is measured in Intellectual Stamina: when your opponent's Intellectual Stamina is depleted, he can no longer disbelieve in your reality, and must accept defeat.
- Implementation: It'll be PHP, browser-based, and integrated with the Drupal content management system. This is not up for discussion, for numerous reasons. No, I will not get into those reasons, because you won't sway me from them. Simple!
Who are the player characters?
Each player represents a character and faction in the world of Ghyll. To enforce consensus reality requires resources, and each faction requires a different type of resource, although they can use other resources as the need arises (though, at the expense of spreading themselves to thin: think of playing a three-color M:TG deck). Initially, there would be only one faction (to simplify coding and test out the rules, etc.):
- Fortune tellers, prophets, etc.: These folks use the power of Pinky and Perky, per the lunar phases. As opposed to requiring resources (like "5 printing presses" for a writer's guild, for a horrible example), this faction requires the moons to be in a certain phase. Cards would have a moon phase ("Perky, Waxing Gibbous"), and an on-screen graphic would show the current phases of each moon: cards could only be played under their proper moon phase. There are two subfactions: those who prefer Pinky (and thus, would predominantly use cards that can be played when Pinky is in varying states) and those who prefer Perky (same). There would also be a "shared" pool of cards: those that can be played in any phase ("Either Moon, Full") or uber powerful cards that require both ("Pinky, First Quarter", "Perky, Full").
Go
- sbp is white (○)
- morbus is black (●)
- thanks deltab for unicodespiration (!)
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