This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Fate and a Card Game Mechanic

Started by GrumpyReviews, February 13, 2013, 10:01:24 PM

Previous topic - Next topic

GrumpyReviews

I am developing a game mechanic which uses card games rather than dice and I am wedding it to Fate.

Why Do This?
•   First; Actual "game theory" in terms of social dynamics and how a group operates is interesting. Using cards allows participants to do things not usually possible with dice in an RPG, including betting and bluffing, to explore game theory at an RPG table. How often will the players and the game masters try to bluff each other and raise the stakes?
•   Second; A central innovation explored here are new options to card games which allow the participants to (1) "Basic Petition" or ask the game master/dealer for a card of a certain value, (2) "bump" to a card by color or number, (3) "trade" cards among the players, (4) "demand" or force another participant to reveal a card, such as the one being traded or the highest value in their hand and to (5) "block" any of the above by another player or the GM. This will allow for dynamic play with the card games, something not possible with dice.
•   Third; Use of card games will slow play somewhat. However, this is acceptable for the possibilities this version presents. Further, a number of card games are possible, including Blackjack, Crazy Eights, Five Card Draw and Seven Card Stud. The length of a card game are paired with appropriate types of actions, so a simple act of picking a lock would be Crazy Eights, while a tense and high stakes fight might be Five Card Draw.
•   Fourth; Almost anything can be wagered, including Fate points, experience points (the game employs them), stress levels and consequences, in-character treasure, etc.
•   Fifth; I am an egomaniac and want to shakeup the way RPGs are played, even if only by a little.

Igria
•   Igria - a Bulgarian verb for "playing a game"- are rules that modify card games.
•   Participants start with a score of five igria points and participants spend them to permit a Petition, Bump, Trade, Demand or Block, one igria per such action.
•   These igria points refresh at the start of a session of cards games and participants may employ an igria point at any point during the session. They do not refresh at the start of each particular card.
•   It is possible to wager nearly anything, from traditional stakes such as money or other property to igria points to whatever the participants choose.
•   "Basic Petition" allow a participant to request a card of a certain value (but not color) from the deck, which they will receive if this card is available.
•   A "Bump" permits the color or numerical value of a card to be changed by one.
•   Participants may "Trade" cards among themselves but participants may trade cards facedown, not revealing them until the trade is completed.
•   With a "Demand," a participant forces another player to reveal a particular card, such as the card being traded face down or the highest value card in his or her hand.
•   A "Block" prevents any of the above actions.

Igria changes to FATE
•   This will be most easily wedded to Fate.
•   The principal card games employed for this include Best of Three, Crazy Eights, Blackjack, Five Card Draw and Seven Card Stud.
•   The Game Master and the Dealer is the same individual.
•   Igria points become Fate points. Therefore, participants start with a score of five FATE points (rather than the "standard" three) and spend them to permit a Petition, Bump, Trade, Demand or Block - one Fate point per such action.
•   Bumps are a special category. It is permissible to use a Bump *without* employing a Fate point if, and only if, the contest involves a skill a PC of a participants possess. In this case, the value and color of the card are Bumped by a value equal to the rank of the skill possessed by the PC. For example, if the PC possesses a skill of two, then participant may Bump the color of the card and the value of the card by one, or the value of the card by two, but cannot both change the color of the card and the value of the card by two.
•   If possible, this version should employ a Tarot deck. The Minor Arcana match a standard playing deck (though each of the suits is one card longer) and participants employ the Major Arcana to symbolize Aspects, Situations, Stresses, Consequences, etc.
•   Participants may employ tokens, poker chips or cards from the Major Arcana to symbolize the stakes in a particular card game.
•   Participants may collaborate against another participant – such as the players against the Dealer/Game Master – and agree before a particular card game to specific method for dividing the "the pot" after that game is won.
•   If some of the participants are collaborating against the Dealer/Game Master, then a participant who wishes to go their own way must declare this before a particular card game begins or spend a Fate point while that card game is in progress.
•   Participants earn experience points (XP) based upon the total value of cards they play during a session, not cards in their possession or discarded. This does not include the cards of the Major Arcana.
•   Participants spend XPs, at a minor milestone or significant milestone, to increase scores of skills or Fate points the character possesses upon a refresh. The cost to increase such a score is 50 x the target score. Thus increasing a Fate point refresh from three to four is 200 XP (4 x 50 = 200).
The Grumpy Celt
Reviews and Columns
A blog largely about reviewing role playing game material and issues. Grumpily.
----------
Blog: http://thegrumpycelt.blogspot.com/
Videos: blip.tv/GrumpyCelt