Was playing around with story-telling mechanics on the weekend and I need a sounding board to bounce ideas off of.
In this game concept I was playing around with, there are character cards and relationship cards. Character cards list a selection of relationships they can start. Each character can have up to three relationships at any one time. The player chooses their character, decides which relationships to use, finds those cards in the relationship deck, and uses the cards. This means each character should start with a connection with three other people.
The relationship cards have type: Love, Friendship, Mentor, Respect. When a relationship card is played, the receiver must agree to receive it and receives either the same card or the card used to match (mentor/student, hate/love and love/hate).
Players spend their turn deciding which relationships to add a token to. If enough tokens are on a relationship, it can evolve (mentor/student can add friendship cards to it now) only if both characters have enough tokens.
Game events can damage relationships. Some remove tokens, some remove relationships altogether, others may improve relationships. For example, "Proposal" may allow two lovers with four or more tokens each on their cards to upgrade them to spouse. Those characters must discard any other love cards they have.
Some cards may be damaged instead of removed, allowing a chance to repair them. For example, Spouses may damage their relationship card to "Separated" instead of discarding it (card is rotated 180 to show damaged relationship rules). Players must spend their tokens to repair it back to Spouses.
Some characters may have abilities to affect cards further. For example, a Persistent Romantic may keep any love cards forced to discard, spending three tokens on that card to place a love card on another player.
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No where close to a complete game, but it's a game idea I came up with on the weekend. Any thoughts?
Thanks!
I was thinking the player has to spend an action or two on their turn to influence it. Another option is to draw an event card each round, which could add/subtract tokens from specific cards. Once you're out of event cards, game over. Whoever has the strongest relationships wins.
Is there a way you have thought of which would make relationship changes more desirable? (if i am understanding your idea) A fun twist would be to throw in the opportunity to have one-sided relationships like "stalking" (all in good fun of course). I'd be interested to see what theme you end up attaching to this. Good luck!
Each character could have special abilities. A Creeper could force someone into a relationship with the Creeper (and if I limit relationships per person, this could be pretty infuriating).
I had considered one-way relationships, but it's hard to determine who the target is. It's easier to have macthed cards to identify the un/luck target.