[Grande Finale] Home Page
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[Grande Finale] It just wasn’t in the cards.
So, I’ve ditched a card based resolution entirely. I’m kinda sad, because I was really certain that I wanted cards to be a part of it all.
So, here’s the new version. Let me know if you have any ideas/questions.
[Grande Finale] Active Battle System
So, I have two main mechanics in the game for resolution: Active Battle System and Minigame. ABS is not solely for combats, but is for any intense scene. Minigame is for light scenes. They both should really be able to resolve situations and should be used when thematically appropriate.
I’m currently working on ABS. Here is the basic concept, so you don’t have to research:
Let’s say you and I are in a classic battle scene. We get the deck of cards in front of us. I’m red and you’re black and I go first.
I describe what is going on. I have about a sentence worth of action to narrate. I then draw a card.
If it is red, I get to continue on. If it is black, you get to start describing things. Whomever has narration has the temporary advantage in the scene and describes accordingly. Hopefully this rapid back and forth will be fun, representing the swords clashing and spells flying in a crazy cool fashion.
When we’ve drawn five cards, we see who had the most cards that matched our color. The “winner” dishes out some damage to the “loser”, in the form of a reduced Aspect and a trauma Aspect added at the same value. Aspects are used differently in Minigame, where their value actually affects cards drawn. In this situation, they’re basically hit points. There are three core Characteristics, that, if depleted, will knock a character out. These core Characteristics become available to attack when they have no Aspects to defend them (Aspects are tied to the core Characteristics).
So, I want the players to be able to say, “This conflict matters to me” in a way much more powerful than fighting over it. But, at its core, the ABS mechanic doesn’t allow for it. Even if I have some rules about holding cards up your sleeve, you can win the battle but not he war. I want a player to be able to make a sacrifice that makes a major statement and could, when used properly, win the battle and the war.
I’m thinking that a player could be able to “sacrifice” an Aspect to attack with more power than normal – maybe when they’ve won a five card volley they could sacrifice their attacking Aspect to use its full power, hopefully breaking through the defending Aspect on the other character. This would deplete this arena for them for the battle, and force them to change it after the scene in some way. Kind of like buying off a Key in TSOY.
Any thoughts?
[Grande Finale] Alpha Document
Here is the alpha document for the Final Fantasy style tabletop game I’m developing.
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