Post by sheerst on Oct 24, 2019 18:11:13 GMT
Recently I had an idea to make a 'story' campaign, where players could play cooperatively against challenges generated by a campaign 'deck', while learning (high-level) pieces of the current block's story at the same time. I took some inspiration from the LotR lcg if anyone is familiar with that, although I think this differs significantly. To set up the game, you make an 'Encounter Deck' with the cards I have provided, and put cards between them which makes up the cooperative challenges (specified in the 'Cards' section of the campaign cards). I have made the card requirements very loose in hopes that people can use their 'junk' cards to fill these in.
I haven't attempted to balance the campaign yet, I wanted to focus first on a draft of the pieces. My intention is to split the story into three parts, i.e. 3 campaigns, the first being 'easy' mode, second 'medium', and third 'hard'. This is the first part (Act I). I think it would be cool to use cards from the first campaign to make your deck stronger for the second (etc), but there currently isn't anything to force this. Intended number of players is 2-4.
I have a separate list of campaign rules which I will post if someone is interested, however I don't want to clutter the post body with it. Basically, you play the game like a normal game of two-headed giant, the campaign deck being it's own 'player' which goes first (campaign card spells out how it's turn operates). Rules are similar to Horde Magic.
Any feedback or ideas is appreciated, specifically I am wondering about these areas:
- Any issues with the encounter mechanics?
- For those who have read the story, is the pacing in regards to the story okay? Do the campaign cards contain enough plot information to understand the critical elements of the story? Are there things I could convey in a more interesting way?
- Anything I could do to improve the card format/presentation?
- I also included a 'score' mechanic for the competitively-inclined; I'm undecided on whether I like it or not.
I haven't attempted to balance the campaign yet, I wanted to focus first on a draft of the pieces. My intention is to split the story into three parts, i.e. 3 campaigns, the first being 'easy' mode, second 'medium', and third 'hard'. This is the first part (Act I). I think it would be cool to use cards from the first campaign to make your deck stronger for the second (etc), but there currently isn't anything to force this. Intended number of players is 2-4.
I have a separate list of campaign rules which I will post if someone is interested, however I don't want to clutter the post body with it. Basically, you play the game like a normal game of two-headed giant, the campaign deck being it's own 'player' which goes first (campaign card spells out how it's turn operates). Rules are similar to Horde Magic.
Any feedback or ideas is appreciated, specifically I am wondering about these areas:
- Any issues with the encounter mechanics?
- For those who have read the story, is the pacing in regards to the story okay? Do the campaign cards contain enough plot information to understand the critical elements of the story? Are there things I could convey in a more interesting way?
- Anything I could do to improve the card format/presentation?
- I also included a 'score' mechanic for the competitively-inclined; I'm undecided on whether I like it or not.