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TV Tropes Trading Card Game:

 101 Matrix, Thu, 12th Feb '09 10:40:16 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
Ah, you edit ninja'd me. Alright, so instead of Tropes attacking other Tropes (like was my idea before with Character Cards), Tropes deal damage to Tropers? Is that what you mean?
 102 Ironeye, Thu, 12th Feb '09 11:01:59 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
As I see it, tropes have three functions:
  • Help complete objectives or boost your tropes
  • Annoy the opposing troper so that they quit the project; i.e. start sapping their SP. (You can't depend on a particular trope overlapping with player weakness, so it is not their primary function. On the other hand, if you happen to have such a trope, you will probably make every effort to keep it in play to eliminate the enemy troper)
  • Interfere with other tropes. Killed Off for Real? Remove a character trope from the game, albeit for a rather hefty SP cost. The Chew Toy? Tropes cannot remove any non-Chew Toy character. Heel-Face Turn? Suddenly The Baroness doesn't qualify as an Evil Overlord for the purposes of your objective, and she can't activate her ability to lock down the hero and stop him from activating his Mr. Fixit Characterization Trope to repair whatever Applied Phlebotinum is needed for the other objective...

Edit: You now probably take card damage for not being able to activate The Baroness before she leaves play (by virtue of her no longer being evil).

edited Thu, 12 Feb 2009 23:05:46 by Ironeye

I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 103 Matrix, Thu, 12th Feb '09 11:27:34 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
Ah, I see.

This is actually looking very good.

My original idea was going to be a fusion of all the big games, pretty much.

This is turning out more unique.

I still think that cards should have a Genre, even if we decide to scrap the Elemental Rock-Paper-Scissors.

My Troper Card would now be:

Matrix

SP: 70 (I think 70 would be good for a defensive Troper, yes?)

Genre: Fantasy

Troper Card

Genre Bonus: Defensible:
Your Matching Genre Tropes recieve 1 more SP from This Troper on play.

Troper Ability: Namesake Genre Shift:
If Lotus Eater Machine is part of your Active Objective Card, change this Card's Genre to SF.

Fetish Fuel: Fairy, Catgirl

Nightmare Fuel: Insect



Fetish Fuel cards still recieve the bonus if they don't match the genre and double if they do.

Nightmare Fuel just prevents you from playing cards that have to do with it, no attack detriment since attack is gone now.

edited Thu, 12 Feb 2009 23:28:22 by Matrix

 104 Ironeye, Thu, 12th Feb '09 11:41:39 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
Ah, but Nightmare Fuel counts as a troper weakness now. You'll be taking constant SP damage from insect-related tropes. wink
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 105 Matrix, Thu, 12th Feb '09 11:42:20 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
Oh right.
 106 Hikarino Kaze, Fri, 13th Feb '09 6:27:42 AM from The Land of Maple Syrup
NOOOOO
So this means that cards will have keywords like "Fairy", "Catgirl", and "Insect"?
-*whooooooosh* Nin nin! [1]
 107 raekuul, Fri, 13th Feb '09 6:48:36 AM from Raekuul Dump Relationship Status: Brony
Kind-Hearted Lich
some caption text

Amidoinitrite?

edited Fri, 13 Feb 2009 06:51:18 by raekuul

 108 Hikarino Kaze, Fri, 13th Feb '09 7:25:38 AM from The Land of Maple Syrup
NOOOOO
Wow! It's so... modern... or something....
-*whooooooosh* Nin nin! [1]
 109 raekuul, Fri, 13th Feb '09 8:19:28 AM from Raekuul Dump Relationship Status: Brony
Kind-Hearted Lich
Colors can be changed easily, this was just a quick and dirty rough draft.
Boiled and Mashed
So is the winning condition to get to a definite ending for your story? I was thinking we could have ending tropes as the winning cards, but these cards would require you to have certain tropes on the field. The format would be

Name:

Cost:

Needs: (list of tropes that must be on the field for this card to play)

And (number) of these: (list of tropes you need a certain number to play the card)

This might add a very interesting dynamic to the card game, where the goal is to prevent the opposing player from building the elements needed to end the story while building elements for yourself. Also, there's the idea that the game could end at any time, but would probably take a while to reach that point.

If we're using multiple sliding scales, which might be fun, actually, Unexpected Genre Change would be a nice card to have (of course it would cost a lot), giving you somewhere from 5 to 10 points to divide amongst the scales as you see fit.

edited Fri, 13 Feb 2009 10:48:50 by arks

Video Game Census. Please contribute.
 111 Vampire Buddha, Fri, 13th Feb '09 10:57:46 AM from Right behind you Relationship Status: Having tea with Cthulhu
Butterscotch Dinosaur Pussy
Aww, we lost the Sliding Scale? Can we at least make that an optional rule?

Arc cards were mentioned early in this thread, and the description of story objectives seems to be similar. So here's my idea.

At the start of the game, the players combine all the arc cards they wish to use into one pile and shuffle. The top card is turned over, and bot players race to attain the objectives described on it while preventing the other player from doing the same. When the objectives are complete, the player who completed the final one places that card next to their out of play zone and the next card is turned over. Then both players have to race to attain that arc.

When all the arc cards are used up, the player who has more of them wins. Thus, the game represents two writers, assisted by a team of tropers, collaborating on a story and each trying to make it go the way they want. The winner is the one who moved the story more in their favoured direction.

This allows for cards like Aborted Arc, Arc Welding, and Executive Meddling, as well as possibly Continuity Reboot.

This does not preclude the idea of winning by causing you opponent to run out of story points. If a player runs out of story points, it represents them running out of steam and abandoning the story to the other, who can do what they like with it. This would also be the method by which the winner is determined if both players end up with equal numbers of arc cards.

Also:

edited Fri, 13 Feb 2009 10:59:19 by VampireBuddha

TV Tropes #1 Anime Fan
Hey, how do you embed images with your posts like that?
Feedback Of Heteronormative Gender Stereotypes in Anime
 113 Matrix, Fri, 13th Feb '09 12:11:52 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
And I think 20 SP is pretty damn low.

You could get defeated easily =\

edited Fri, 13 Feb 2009 12:11:59 by Matrix

 114 Matrix, Fri, 13th Feb '09 12:19:21 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
Also, I was thinking of having symbols for the Genres like in Pokemon.

And card colours for them as well.

This was talked about earlier on in the thread but we were still working on the win objectives.

Anyways, Here's what I formulated from my ideas and ideas of previous posters:

Fantasy: A tree, Green
Action/Adventure: A fist, Orange
Slice Of Life: A person, Blue
SF: Galaxy Swirl, White

Horror: Eversion Eye, Black
Romance: A heart, Red
Tragedy: Sad theater face, Purple
Comedy: Happy theater face, Yellow

Sound good?
 115 Ironeye, Fri, 13th Feb '09 12:33:35 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
I think where we go with the Arc Card mechanic really depends on how general we make the arc cards.

  • General
    • Only one Arc Card in play at once (from a standard set)
    • Both players compete to complete that arc
  • Specific
    • Each player brings their own set of arc cards relevant to their deck
    • Each player has one arc card in play at once, though both players can compete for the cards and a have a reasonable chance of success (probably biased towards the player who chose that arc)
  • Very Specific
    • The conditions on Arc Cards are so strict that you can't count on being able to complete a specific one of your own in a given game.
    • Each player has two Arc Cards in play at all times (and perhaps can trade out for another randomly-chosen arc card of theirs for some loss of cards or SP)
    • Players compete to ensure that their arc cards are finished, even if they aren't the ones who finish it.

The last is my personal favorite, because it allows you to try and manipulate your opponent into ending the story your way. Also, you could be faced with the tough choice of being able to make a powerful move that would also complete an opponent's arc. We need to get out of the mindset that there are two opposing teams of characters fighting based on who controls them. While only you can use the active abilities of the tropes you play, their existence in the story (on the table) allows your opponent to use their presence to complete their objectives. Also, there is frequently some benefit to using your negative active abilities on your own tropes, so that you can satisfy the conditions of your arc.

I'd love to see a situation where one player needs to defeat The Dragon (who he happens to have played in the first place) in order to complete his arc, so the other player is using her tropes to protect an opponent's trope.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 116 Matrix, Fri, 13th Feb '09 12:36:42 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
I think we could use all three of those.

Just call them "Easy, " "Normal, " and "Hard."
 117 Ironeye, Fri, 13th Feb '09 12:38:48 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
Two things:

A. I personally love the Sliding Scales. They are fairly easy to implement and are not essential to the game, so we are holding off on them till later. After all, unlike a published card game, we can easily go back and change cards after we add a new element to the game. Once we finalize the necessary mechanics, I'll be one of the first to try and implement the Sliding Scales.

B. Do we still have Genre strengths and weaknesses? Though I do enjoy mechanics like that in general, it doesn't really connect well to the current system.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 118 Matrix, Fri, 13th Feb '09 12:40:48 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
We've been moving away from having the Elemental Rock-Paper-Scissors.

The Elements are still there, though, for purposes of Genre Bonuses.
 119 Ironeye, Fri, 13th Feb '09 12:45:27 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
That could be quite interesting. Perhaps we expand "Easy, Medium, Hard" to other parts of the game. Obviously, cards would have a minimum difficulty level in which they could be played. After all, Weddings for Everyone would only work as an Arc Card in decks designed to reach that ending—hence, it would have "Hard" difficulty. Once we finish the mechanics, Sliding Scale-based cards could fit in Medium+ or Hard. Arc cards could then have Sliding Scale requirements, such as Silliness 2, in order to complete.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 120 Ironeye, Fri, 13th Feb '09 1:31:55 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
Are we going to have standardized refresh levels for tropers? (ie how many SP they generate per turn) or will that be added to the troper cards as part of their power level?
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 121 Matrix, Fri, 13th Feb '09 1:35:50 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
Uh, a standard refresh, I guess?
 122 Ironeye, Fri, 13th Feb '09 1:42:26 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
Alright, I think we have our base mechanics. Let's get to work! grin

Matrix, you have created a monster, and we all love you for it.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 123 Vampire Buddha, Fri, 13th Feb '09 3:09:18 PM from Right behind you Relationship Status: Having tea with Cthulhu
Butterscotch Dinosaur Pussy
So if we have the basic rules down, could someone write them in a single, cogent post? I think I know how to play, but I may have confused 'rules' with 'cool ideas'.
 124 Ironeye, Fri, 13th Feb '09 3:29:32 PM from SoCal Relationship Status: Falling within your bell curve
Cutmaster-san
I'll post the rules later this afternoon. If someone familiar with them (probably Matrix) would like to post them earlier, I wouldn't mind.
I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
 125 Matrix, Fri, 13th Feb '09 3:32:31 PM from The Matrix, Canada Relationship Status: Less than three
quidf scire vis?
Uhh... Lessee...

You have three Troper Cards. Only one is Active. The other two are face down. When a Troper is defeated, the next one comes into play, face up.

You have your Arc Cards which tell you what kind of "story" you are making. To win you have to complete the Arc's objectives. To do this you use Tropes. Whoever completes the last objective of an Arc wins that Arc. After all Arcs are completed, whoever has the most Arc Cards wins.

Tropers have SP (Story Points). SP is used for invoking Tropes. A Trope's SP goes back to the Troper at a rate of one per turn. When a Trope cannot return SP to the Troper, it is discarded. Tropes can remove SP from other Tropes. These SP do not return to the Troper. When a Troper runs out of SP, they are out of ideas and leave play. When all your Tropers are out of ideas, though you do not instantly lose, your opponent is probably guaranteed victory.

Difficulty:

Easy Mode is where there is only one Arc in play at a time. Both players compete to finish this Arc. This mode is for beginners.

Normal Mode is where both players have their own Arc Cards which they have to complete. Your opponent, however, can finish your Arcs, as you can theirs, so be careful. This mode is the regular mode of play.

Hard Mode is where both players have two Arc Cards each in play. Neither player is capable of completing their Arcs on their own. Thus, your opponent has to complete some parts of your Arcs, and you theirs. This mode requires the most skill.

Genre: These are sort of "Elements." Tropes that match the Genre of the Setting and Troper recieve benefits.

The eight Genres are:

Slice Of Life
SF
Fantasy
Action/Adventure
Romance
Horror
Comedy
Tragedy

Cards:

Troper Cards: Your main source of power. Tropers are capable of invoking Tropes. They also have special effects on Tropes of their Genre and favoured Tropes ("Fetish Fuel"). They are detrimented by hated Troped ("Nightmare Fuel").

Tropes:

Setting Cards: These are the setting of the story. They have an effect on all Tropes, and give bonuses to Tropes of the matching Genre.

Plot Cards: These are the main cards used for your Arc objectives. They have effects on other Cards that vary in effect and amount of turns in play (which is how much SP they recieve from the Troper).

Character Cards: Needs Clarification.

Other Tropes: What other kinds of Cards will we have, if at all?

edited Fri, 13 Feb 2009 15:39:29 by Matrix

Total posts: 936
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