It's All about the Cardplay
I was talking to someone yesterday about Torg. Torg was (is) a RPG from West End Games that used thier Masterdeck system. The game was a lot of fun and we played for years. The game mixed genres under one system and allowed for a "cliffhanger" or "old time serial" style of play. Attempting the impossible was encouranged, and the system allowed for some game mechanics to help.
The first mechanic was the "rolls". It used a d20 "to hit", but by exceeding the base roll you could get superior results. If you need to roll an 8 or higher and you rolled a 15 you not only succeeded, but you succeeded well (did more damage, painted a higher quality painting, piloted the aircraft with flair and panache, etc.). Helping this along was a rule that allowed you to "roll again and add" whenever you rolled a 10 or a 20. So, ending up with an attack roll of 35 (or more) was not unheard of. This allowed for spectacular results, and added a certain thrill to the mundane dice roll.
The second mechanic was a deck of cards. You flipped a card over every round (of combat) that told you what the bonus actions were. If you performed one of these bonus actions, you got a card. You held onto this card until you wanted to play it. It would allow you a reroll, or a bonus to a roll, or some other perk or benefit. Players could trade the cards between themselves, and during climatic battles the cardplay was fast and furious with many trades going on. It added to the excitement.
I will be working card play into The Darkness Comes. In particular, how the native spirits interact with each player. More on this later.
The first mechanic was the "rolls". It used a d20 "to hit", but by exceeding the base roll you could get superior results. If you need to roll an 8 or higher and you rolled a 15 you not only succeeded, but you succeeded well (did more damage, painted a higher quality painting, piloted the aircraft with flair and panache, etc.). Helping this along was a rule that allowed you to "roll again and add" whenever you rolled a 10 or a 20. So, ending up with an attack roll of 35 (or more) was not unheard of. This allowed for spectacular results, and added a certain thrill to the mundane dice roll.
The second mechanic was a deck of cards. You flipped a card over every round (of combat) that told you what the bonus actions were. If you performed one of these bonus actions, you got a card. You held onto this card until you wanted to play it. It would allow you a reroll, or a bonus to a roll, or some other perk or benefit. Players could trade the cards between themselves, and during climatic battles the cardplay was fast and furious with many trades going on. It added to the excitement.
I will be working card play into The Darkness Comes. In particular, how the native spirits interact with each player. More on this later.
