This is an idea that keeps floating around my head since years, maybe you guys are interested in a discussion about creating a CCG RPG?
First: Don't put too much emphasis into the "CCG" part (collectible card game). This WON'T be collectible or anything. The word is used to describe the game better.
So, a whole RPG game system using cards. Inspired by classic CCG and their mechanics (drawing, tapping, simple combat).
Each player represents a party of heroes. The game can be played solo as well and works completely without a Game Master.
The "zest" is to keep mechanics as simple as possible. Because a CCG card game does not allow for dozens of stats and mathematics.
This is just an idea for now. Any input is welcome.
Im posting brainstorm bits as well in this thread.
A few basic to provide us with a frame:
INSPIRATION
Think about old Dungeon Crawler RPG computer games like Dungeon Master, Eye of the Beholder or Wizardry and transfer that into a card based RPG. Not limited to "dungeons" though...
COMPONENTS
* Cards (lots of them! Heroes, Monsters, Locations, Items...)
* Tokens (required to track lots of things like Gold etc.)
* Dice (not a fan of dice in CCGs, but should be OK in a RPG and its just so much more fun)
* NO Map or tiles (we just use cards to represent locations)
TOKENS
Instead of book-keeping using paper and pencil, tokens could be used. Only when taking a break from the game, the characters data would be transcribed onto a piece of paper. During play, tracking wounds etc. with Tokens is so much faster. Example Tokens:
* Wound Token (not a big fan of tracking wounds in a CCG but it just makes sense for a RPG)
* Ammo Token
* Food Token
* Mana Token
* Level Token ...
TRAITS
This is a mechanic i would really like to see in a game like this. Each card features a variable number of traits. Instead of writing fixed stats on the cards (like Strength, Agility, Intelligence) we use Traits. This has several advantages:
* Not fixed (no writing the same 6 attributes on each card)
* Limit information (a card only shows the traits it has)
* Flexible (we can easily add new traits)
* Traits can have levels (like Sorcery+2, Chivalry+1, Etiquette+2)
* Traits are like Attributes, Stats, Advantages, Disadvantages all in one,
Example:
Monk Hero (Martial Arts 1, Scribe 1, Priest 2, Brewing 1)
Paladin (Combat 2, Armor 1, Etiquette 2, Charisma 1)
Longbow (Ranged 3, spend a Ammo Token to use)
COMBAT
This aspect would be really simple. In fact, all kinds of challenges are like combat. Basically you roll some dice, add one or more trait modifiers and then compare it to your opponents result.
It does not matter if you try to force open a door, deliver a speech at the emperors banquet, cast a spell, attack a enemy or bewitch a damsel - a "test" of some sort is required
example:
roll 2d6 and add all trait bonus
then your opponent rolls 2d6 and adds all trait bonus
the higher result wins the test
Just as an example, in fact any method could be used (target number, bucket of dice, whatever suits the game).