Hi all,
I had an idea recently for a story driven CCG which has since developed into what seems an insanely ambitious project. I still think the idea has promise though, and having read some inspirational threads here (I'm thinking of some 2005 discussions on 'narrative mechanics' and adventure gamebooks), I just had to float this idea. I hope some of you here can spare the time to bring me back down to earth with some of the execllent considered criticism I have seen in this forums. I have set out my thinking so far below. Any feedback will be much appreciated! I've done my best to condense it but it's still quite long (and a bit terse)...
Premise:
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A combination of the venerable 'choose-your own adventure' solo adventure game to guide story development, a commercial multi player ccg and a 'confrontational' map based conquest game.
Goals:
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* To provide an immersive gameworld and a rich narrative story element with sufficient in-built hysteresis to allow for player actions to meaningfully influence the outcome of the game (not necessarily the main story though) without wrecking the main story arc.
* To have the story and game results carry over from one session to another with minimal book-keeping to allow for a deep campaign, while keeping each session or 'episode' portable, and within an easily digestible time limit.
* To provide a 'repeat purchase' model using some of the key elements of CCGs to make publishing the game commercially attractive.
Components:
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* Story Cards
* Player Cards
* 'The Tome'
Mechanism
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The Tome is a choose-your-own-adventure style paragraph hopping book which details key events in the game world and defines how players can influence the outcome, and the results for each outcome.
Story Cards acompany the Tome and may be won and lost by players depending on event outcomes.
Players aim to maximise their profits or minimise their losses by intelligently anticipating and reacting to reacting to events rather than determining the main course of event themselves. However the tome provides multiple story arcs depending on major event outcomes so as to retain a sense of participation.
Players have their own faction specific, event-independant decks which they can construct before the game, and which provide a means of influencing event outcomes, when combined with story cards.
This is the 'short' version of my idea. I'd love to hear what people think before posting the detailed version...
Yes, the tome is multiplayer (remember in this game players control families of characters who in turn control positions of power in major nations and institutions - they don't wander round graveyards looking for treasure :-) )
Here's an example:
"After Lord Kask of Ougm beheads his new Swemmish wife after only 2 weeks of marriage, the Kingdom of Swemy Declares war on Ougm.
The war may now be resolved according to the normal rules. Troops may only deploy and enter Swemmish or Ougmian territory. Peace offers may be proposed and decided upon by majority influence vote as normal.
If the Ougmians win then turn to para 743
If the Swemmish win or the conflict is drawn, then turn to para 621
Para 621 might say:
"* Up to two provinces captured by Swemy may be retained as part of the Swemmish crown. The captured provinces will be controlled by the faction controlling the forces in that province.
* The Swemmish court receives 6 Florins in compensation from Lord Kask. If Lord Kask is controlled by any player then that player must fund this from their own hand. "
Does that convery a sense of how this is supposed to work?