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Hi, I'm Dave, and I'm a relapsing game designer.

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Mosker
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Joined: 03/30/2014

Hello all. Most of my career(s) have been spent with RPG's (I'm a Tunnels & Trolls solo author from the Blade era and currently write the bi-weekly newsletter http://eepurl.com/MFLRX.) For any American electronic game fans nearing AARP qualifications, I also was an editor at VG&CE.

[Insert shameless name dropping, tales of dot-com financial instability, and projects all records of which have been practically scrubbed from the Internet]

The brackets above suggest why I'm now thinking small, physical product (which will still be horrifically expensive once I work out my art needs).

My immediate goal in this space? I have my own ideas, but I need to get the design muscles limber (same goes for the metaphor muscles): more than a variant, a repurposing of a big stack of Vs. System cards for solo play, with the emphasis on play. (I envision sitting down in front of a ball game on TV and getting that classic solitaire vibe in my experience. Minimal concentration, maximum fun, low pressure.)

Insight, advice appreciated.

Dralius
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Joined: 07/26/2008
Tunnels & Trolls!!! That

Tunnels & Trolls!!! That takes me way back.

So you want to make a stand alone solo card game that is light and fun. That's a good goal to start with.

There are two basic paths to get started. You are either going to start with the Theme of the game or the Mechanic. Starting with the theme is a more organic method where you suit the game mechanics to the theme so that it’s more intuitive. The other way around you just find a theme that you can paste on the game.

Since your repurposing existing cards you’re limited in what theme you can use but you could still go off in a tangent that is not covered in the original game. I would start there and before doing anything else determine the story and goal. Then figure how the existing card attributes will be used to complete the goal.

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