It fails mechanics. HARD.
The ability to toss out your own permanents whenever you feel like is way too powerful. It makes any drawback we put on a permanent meaningless and shatters SP as a game function.
Seriously, I'm curious. SP is still in the game, because when you have a whole lot of permanents in play, it forces you to choose between maintaining your field in play and introducing a one-time effect that shakes things up. Indeed, the possibility of losing a permanent is an added penalty for playing such a card in the midgame.
Losing permanents won't be trivial. A Character that loses a Characterisation loses stats and the player probably loses a source of IP, which is a pretty serious consideration. Flavourwise, you could think of it as a writer getting desperate and resorting to Character Derailment
to force the story to go the way they want.
No Just No
]And maybe I didn't stress this enough but,
Is a perfect option, and in fact THE IDEAL OPTION! There does not have to be a cost associated with this.
Flavour-wise, SP represents the writer's ability to think up new ideas. Using a trope is an idea, and hence should require SP.
Also, if a writer has multiple rounded characters
on screen, as would be represented in the game by Characters with several Characterisations each, they tend to act almost by themselves, with the writer simply writing what comes naturally to each one, and has no need to introduce tropes. If the characters are flat, tropes are both more necessary and easier to implement. So it works with our game.
Mechanically, there should
be a cost associated with playing tropes. Some tropes will be more powerful than others, and thus should cost more. If there's a ever an incredibly powerful trope, it might
warrant some additional penalty, but since we already have SP as a form of mana
, it makes sense to apply it as a cost for Tropes.
To illustrate this point, let's compare two cards - Magics Wrath of God and
Yu-Gi-Oh!s Dark Hole
. Both have the same effect, which is to destroy all creatures/monsters/mons/whatever on the field. The difference is in cost: Wrath of God requires 2 White Mana and Two Generic Mana, while Dark Hole has no cost at all. Dark Hole is banned from official tournaments, while Wrath of God is, I believe, legal. Why the difference? Because Wrath of God has a cost, which means that using it isn't a trivial matter. Dark Hole has no cost other than itself, making it ridiculously easy to play and stupidly overpowered.
Also, to build on something mentioned by Ironeye, try considering Tropes as like Instants in Magic
. They cost mana, yes, and that mana could be used to summon creatures. Yet this doesn't cause any trouble, because players simply make a choice between creatures and sorceries. In the same way, using SP as a cost to play Tropes forces players to make a choice between playing Characterisations and playing Tropes.
And I know you mentioned that mana regenerates at the start of a turn, while SP doesn't. This isn't a problem, because the SP used to play a Trope will come back at the start of the next turn due the Trope no longer being in play. There is no problem.
Please please please, focus on designing cards better, not twisting up rules to make it easier on you.
Furthermore, your flavor reason is faulty anyways. If it works as you say, I can throw away my Happily Ever After card to play The Power of Love. That makes total sense.
That doesn't work. The Power of Love
is a Trope; the way you described it in an earlier post, it seems like a one-time deal that would be gone at the end of a turn. Happily Ever After
, on the other hand, would be an ending trope, which can only be played when certain conditions are met and which automatically wins the game for the player - and given what the trope entails, The Power of Love
is the sort of card that would support the conditions for Happily Ever After
I'll stress this again, since you all missed it the first two times.
No, I heard you the first 97 times, and I'm still not convinced.