avram: (Default)
[personal profile] avram

An idea that came to me in a thread on Story Games about card-game design: Fate’s Aspects could be reworked using cards.

I figure each player gets a deck of Aspect cards, with each of that PC’s Aspects written on one card. At the start of the session you shuffle your deck, place it face down, and draw (say) five cards. These are the Aspects you have available to invoke in that scene.

To invoke, you take an Aspect card from your hand, and play it face-up on the table in front of you. (No need to spend a Fate point; this system replaces Fate points.) You then get the usual stuff you get by invoking an Aspect — +2, re-roll, or declare something. But you can’t invoke that Aspect again until it comes back into your hand. Aspects on the table are available for compels. When someone compels your Aspect, you take that card and put it back in your deck. At some point you’d shuffle and redraw, but I don’t have any good ideas about that yet.

In a typical game of Diaspora or Spirit of the Century you’d have ten cards for your ten Aspects. I think maybe in a Dresden Files game, where you only have seven aspects, you’d make three extra copies of your High Concept (or maybe two of your High Concept and one extra of your Trouble?), giving you ten cards.

For tagging environmental and other character’s Aspects, I think you’d get a few extra cards in your deck, saying “Environment” or “Opponent”. Play those to tag those Aspects. When someone uses an Opponent card to tag or compel one of your Aspects, you get to pick up one of your tabled Aspect card and put it in your deck. (This part seems a bit awkward.)

(no subject)

Date: 2010-06-07 02:02 am (UTC)
From: [identity profile] jimhenley.livejournal.com
I like this! I'm sick of Fate Points. I think the simple way to handle Environment or Opponent Aspects is to make them only taggable via Maneuvers.

(no subject)

Date: 2010-06-08 01:45 am (UTC)
From: [identity profile] jimhenley.livejournal.com
Right; see, deck-building isn't my bliss. But you've got the experience AND the inclination to make something like that work for people who like that sort of thing.

(no subject)

Date: 2010-06-07 05:00 pm (UTC)
mneme: (Default)
From: [personal profile] mneme
Hmm. I'd say you want to make it an exercise in hand management, but I'd be worried about your hand emptying out without a good way of refilling it.

Actually, how about this:

At the beginning of a session/story, deal out half your deck face up in front of you, and draw the rest. When you invoke a tag, play it from your hand face up. Anything face up can be compelled; when one of your aspects is compelled, you can pick up any aspect back into your hand (or if you really want to balanced compel/tag, can pick up that aspect).

Manuevers: After a successful manuver, write out the new aspect and put it into your hand. It's now "your" card, though you can give it away if you want.

Guessing aspects: If you want to tag a guessed aspect, invoke and guess, and lay down one of the cards from your hand. If you're right, you get to take your card back, but if not you discard it face up for no benefit (just as if you'd tagged that aspect it).

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