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Chad Booth
Aspiring RPG author
Aspiring RPG author
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Post has shared content
Lots of detail about the core mechanic, and the revised mechanic.
Dancing with Mr. D (Part II)
I've received some feedback from a few of you, requesting more information about the core system I've been working on.  I appreciate the feedback, and am more than happy to oblige!  I've separated this into two parts; the original core mechanic, and the rev...

Post has shared content
Lots of detail about the core mechanic, and the revised mechanic.
Dancing with Mr. D (Part II)
I've received some feedback from a few of you, requesting more information about the core system I've been working on.  I appreciate the feedback, and am more than happy to oblige!  I've separated this into two parts; the original core mechanic, and the rev...

Post has shared content
Lots of details about the core mechanic, and revised mechanic.
Dancing with Mr. D (Part II)
I've received some feedback from a few of you, requesting more information about the core system I've been working on.  I appreciate the feedback, and am more than happy to oblige!  I've separated this into two parts; the original core mechanic, and the rev...

Post has attachment
Dancing with Mr. D (Part II)
I've received some feedback from a few of you, requesting more information about the core system I've been working on.  I appreciate the feedback, and am more than happy to oblige!  I've separated this into two parts; the original core mechanic, and the rev...
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Post has shared content
One change initiates a sweeping revision to the core mechanic
Sittin' On A Fence
The past few months has brought some changes to my core mechanic.  This has forced me to take a hard look at the system as a whole, and re-evaluate my work thus far.  In effect, it was time to, "Kill my darlings."  This is never an easy task, especially if ...

Post has shared content
One change initiates a sweeping revision to the core mechanic
Sittin' On A Fence
The past few months has brought some changes to my core mechanic.  This has forced me to take a hard look at the system as a whole, and re-evaluate my work thus far.  In effect, it was time to, "Kill my darlings."  This is never an easy task, especially if ...

Post has shared content
One change initiates a sweeping revision to the core mechanic
Sittin' On A Fence
The past few months has brought some changes to my core mechanic.  This has forced me to take a hard look at the system as a whole, and re-evaluate my work thus far.  In effect, it was time to, "Kill my darlings."  This is never an easy task, especially if ...

Post has attachment
Sittin' On A Fence
The past few months has brought some changes to my core mechanic.  This has forced me to take a hard look at the system as a whole, and re-evaluate my work thus far.  In effect, it was time to, "Kill my darlings."  This is never an easy task, especially if ...
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God, I miss Farscape.
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I've been toying around with the idea of using playing cards as a game mechanic, rather than dice. I would have to add a few things, but it wouldn't be an overhaul of the system. Also, it would mesh nicely with the setting I have planned (space western/Cowboy Bebop-ish).
I was considering using Poker hands as target numbers for tasks, with a Pair ranking easiest, to Royal Flush ranking incredible. Opposed tasks would be a straight up draw, with game mechanics determining your hand and redraw. Suits would reflect the four attributes, and drawing a Flush that is linked to the suit's attribute would grant a special effect (Critical).
I have a few more ideas, but that's the barebones version of it.
So what would be the pitfalls of using such a mechanic, besides the issue of using a single playing deck?
EDIT: For some unknown reason, commenting was disabled for this post. It's been fixed.
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