TV Tropes Trading Card Game:
- Killed Off for Real: Trope card. Kill one Character card. That card cannot be saved by Not Quite Dead. He's dead, Jim.
- Back from the Dead: Trope card. Select a Character card from your graveyard and place it on the field. Oh thank God, I thought we'd lost you!
- Came Back Wrong: Twist card. Activate when your opponent plays Back from the Dead. The Character they bring back is treated as belonging to a different genre. "You came back wrong!" - William the Bloody
- Only Mostly Dead: Twist card. Activate when you lose a Character - you can activate that card's effect once. "Any last words?" "Yeah. Activate procedure omicron."
- Not Quite Dead: Twist card. Activate when you lose a Character. That Character does not die, but you still suffer damage. Uh, I'm not quite dead
- Heroic Sacrifice: Trope card. Send one Character on your side of the field to the graveyard to cancel your opponent's action. Noble Concorde, your death will not be in vain
- Deader Than Dead: Trope card. Remove one Character from play. She's not merely mostly dead, but really most sincerely dead.
edited Thu, 12 Feb 2009 10:56:57 by VampireBuddha
edited Thu, 12 Feb 2009 17:56:57 by Hikari no Kaze
- Silliness vs. Seriousness (same deal is Idealism vs. Cynicism)
- Fourth Wall Hardness (Keeping it hard has fewer options, but you might just want to stop your opponent from going meta on you.)
- Good vs. Evil—each player has one (stay close to the Good end, and all of your Good tropes get powered up, while Evil tropes can't be invoked. Sitting in the middle gives the most options, but least bonuses)
- Law vs. Chaos: see Good vs. Evil
edited Thu, 12 Feb 2009 12:20:50 by Ironeye
edited Thu, 12 Feb 2009 12:39:41 by [AOD]
edited Thu, 12 Feb 2009 13:06:35 by Tangent128
+40, 1 turn Troper Ability is a unique ability, though, so it stays. As for Fetish Fuel and Nightmare Fuel, yeah, those could be standardised, too. Fetish Fuel would be standard, so it just has to say "Fetish Fuel: Fairy, Catgirl" Nightmare Fuel however has a variable. Namely, the detriment to my attack. Nightmare Fuel: Insect:
-10 All these scales... Uh, that seems to be getting way too complicated. Maybe we could think of something less brain-breaking?
edited Thu, 12 Feb 2009 14:55:57 by [AOD]
edited Thu, 12 Feb 2009 14:56:54 by [AOD]
edited Thu, 12 Feb 2009 14:57:58 by Matrix
edited Thu, 12 Feb 2009 15:37:38 by [AOD]
- Yay! Matrix likes me! Yeah, I figured the genre justification thing wouldn't work in a serious game, but I wasn't sure to what extent this was going to be Serious Business. Maybe there could be Flexibility Points dictating how many genre shifts a character gets? Or cards that allow someone to justify it?
- I think Ironeye's idea for the Sliding Scales works pretty well, especially since it means you'd actually need to heavily invest in the mechanic (and thus be fairly familiar with it) in order for it to actually matter.
- Matrix's splitting of multi-genre cards might actually work, since there's infinite card supply here (I'm assuming?) and therefore no problem of "Dammit! Eighty booster packs and STILL no Sci Fi Hero!"
- Considering how often characters (and plot points) come back from the dead, maybe there could be several discard piles? Those mentioned in Sorting Algorithm of Deadness would work pretty well: cards in "Death? What's that?" are back next turn, "Back Next Episode" might be three or four, or require a Trope Card to come back from, and "Back Next Season" could be lumped with "Deader Than Disco" or given its own high cost for return. This would allow for cards like Vampire Buddha mentioned, except things like Disney Death could specify that the killed character only goes to the Back Next Episode pile.
- Invoke a Trope: play the trope card.
- Defy a Trope: "Counter" a trope card being played (by playing a trope that would counteract it? Using a Troper power?)
- Justify a Trope: Play an appropriate cost for the trope card. (Perhaps the trope is cheaper to play for the cost that "justifies" it, or perhaps being justified prevents some other interference or some such.)
- Lampshaded, Deconstructed, Inverted Trope: Don't have anything good for these yet.
- Subvert a Trope: Remove the trope card from play, transfer the effects of a trope to a new target, something like that
- Double Subvert a Trope: Undo a subversion
- Avert a Trope: Remove the trope from the deck/hand.
- Applied Phlebotinum aka Cool Stuff: Gives a Character a new ability or has some usable effect on its own; can be stolen, broken, etc.
- Character: The basic trope unit in play, they do stuff (tbd once we figure out win conditions) The will have multiple or particularly powerful abilities. Maybe playing a character lets you search for an appropriate Characterization Trope and play it automatically.
- Characters as Device: Like characters, but with one ability and no automatic Characterization.
- Characterization: Tropes that modify Character Tropes
- Narrative Device: Tropes that either have a one-time or ongoing effect until they leave play, perhaps after a limited number of turns or until a certain condition is met
- Plot: Tropes that hit play and have additional effects when certain conditions are met (as compared to Narrative Devices, which don't change one they are invoked)
- Setting: Tropes that hit play and have a continual effect. Can be modified or destroyed by Applied Phlebotium. Restrict/Enable tropes. May power up related tropes (Perhaps you can only play one trope per turn, and each setting trope allows you to play one additional trope per turn related to that setting. I'm not thinking of going the Mt G route where up to one-third of the deck is setting; rather, there is little benefit to having more than, say, two or three setting tropes in play because you simply can't draw enough cards to make use of them. On a further note, perhaps especially powerful tropes require one, two, or even three! appropriate setting tropes to play)
- The ones I'm not sure about
- Dialogue Trope: not a clue
- Motif Trope: are there enough of these to make a reasonable Trope subtype?
- Paratext Trope: no clue
- Spectacle Trope: doesn't do much but look cool; maybe adds style points? alternate win condition via Rule of Cool?
edited Thu, 12 Feb 2009 17:09:55 by Ironeye
- For the Sliding Scale of Idealism vs. Cynicism, it would somehow feel more esthetically pleasing if it were centered at 0 and could become either negative (cynical) or positive (idealistic). This way, there does not need to be a limit on how idealistic or cynical the environment can get. Any more parallel scales would be too confusing, in my opinion.
- Each player starts off with a certain number of Plot Points (or Life Points, or whatever you want to call them), which can be represented by tokens or counters. These points must be spent in order to play cards from your hand, with more powerful cards requiring more Plot Points. Certain actions allow you to take Plot Points away from your opponent and add them to your own stock; but the total number of Plot Points must remain constant. You can sacrifice and discard a card in play in order to regain the Plot Points you spent on it; and if you destroy an opponent's card, then you get the Plot Points.
- You win by reducing your opponent to 0 Plot Points or leaving them without any cards to play.
- We should come up with colors corresponding to each of the genres. Black for Horror is the obvious choice. Other than purple for Romance, no others come to mind.
- They can also have icons like in Magic or Pokemon:
- Slice Of Life: ???
- SF: galaxy
- Fantasy: sword, ring
- Action/Adventure: gun, explosion
- Romance: heart
- Horror: skull
- Comedy: laughing theater mask, yellow smiley face
- Tragedy: crying theater mask
edited Thu, 12 Feb 2009 18:06:15 by Eio
edited Thu, 12 Feb 2009 18:01:54 by Inkblot