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Quest AC2: Ideas all in a jumble

I have been thinking about "Quest Adventure Cards(tm), Version 2.0" (Quest AC2). More specifically what it is that I am trying to design for the game.

Originally I was going the style of AD&D and more traditional Fantasy content. But I got to thinking and saying that RPGs for that genre are pretty tapped out. There is so much Fantasy content that corresponds to AD&D content - I'm thinking I may just want to stay away from it.

Next came a bit of "dabbling" with Magic: the Gathering (Magic). I started to think about "Schools of Magic" and what kinds of cards I could create. I decide to abandon these ideas - because if you want to play Magic, play Magic - not Quest AC2! You don't want to compete with a game like Magic... You want your game to be something else.

And so I got to thinking about creating a darker theme and thought about H.P. Lovecraft's Cthulhu. I don't personally like the Squid-like Monster concept - but doing something a little bit Darker could be cool for Quest AC2. That's what stuck...

As of TODAY I know "exactly" the type of artwork I would want for the game. Black & White drawings with color highlights on lower layers... I've discussed this with other designers and they say that once the B&W illustrations are done, coloring should be minimal and easy to accomplish...

Right now I am "struggling" with the *Timeline*. What I have is that cards are called "Fragments" and there are different types of "Fragments" in the game. Due to the dual nature of cards, I have come up with a simpler system:

1. The primary side of a card is the "Income" side.
2. The secondary side of a card is the "Virtue" side.

Instead of accumulating wealth per turn and tracking this - each turn you "compute" your total "Income" by adding ALL the primary sided cards. With income, you can recruit Heroes to defeat Monsters and their Minions. "Income" can also be used in performing some quests (as a form of required resource).

When you FLIP a card from the primary side to the secondary side, you use one (1) Action Point (AP) and spend some of your "Income" to do so. This in turn now means that the card will produce "Virtue" (either White or Dark).

"Virtues" are the second type of resource and are required to unlock magical abilities in items, equipment and treasure. Virtue points (VPs) are also used in performing some quests and or combating Monsters/Minions.

There are two (2) colored borders in the game: White and Black. White cards are played directly into YOUR timeline and Black cards are played into your OPPONENT's timeline. That's how you interact with you opponent - by fncking with his timeline... This I also like because it requires balancing.

My main problem is in MANAGING the timeline. Obviously the explanation is that you are on a EPIC QUEST. And your goal is to accomplish all of the obstacles presented by that quest.

"Fragments", at the moment, can be played anywhere.

In a way that is GOOD, in another way that is BAD. The idea is that to earn "Income" you must "COMPLETE" or configure a card (Income First). So if a card requires THREE (3) Fragments, you must play three Fragments into your timeline. But of those cards you play, each one of those has a Fragment requirement and as such all cards must be completely satisfied in order to complete that part of your quest.

The more cards, the more Income and obviously on the other side the more Virtue. And you MUST remember that when cards are introduced into the timeline, they are always on the "Income" side.

(Okay now let me get to where I am AT...)

I am MAYBE thinking I would like to design a game like "Solitaire". One where you as a player choose to configure your deck with a series of six (6) quests and then you "PLAY" this Epic Quest to see if you can BEAT it.

Maybe the game could be like a Puzzle. (Maybe).

IF you reach the END of your deck without accomplishing the quest, you lose.

Would you be interested in such a game???

That's what I would want to know. First I am thinking that there needs to be a mechanic that forces you to have "partial" information. This is a real BRAIN BUSTER - because I'm not sure all the ideas will fit with each other.

My FOCUS is understanding IF this type of game would appeal to people...

Comments

A quick abbrev. version

My question is:

-Do you think gamers would be interested in a one (1) Player solitaire type of game featuring a Fantasy setting?

It would be a card game - and maybe require some parts like dice and winks.

So, you are veering away from

So, you are veering away from fantasy because it is tapped out but going with dark and edgy Cthulhu because it isn't? I do believe that the order of played-out themes goes along the line of:

1) Zombies
2) Cthulhu
3) Generic Fantasy
4) 8-bit
5) Anime

So you'd be working your way up the trope ladder instead of down it.

A few more...

Soulfinger,

Based on my monthly review of Kickstarter campaigns for the past five years, I would include Pirates and Vikings, as well.

Cheers,
Joe

Take a look at this piece of artwork

Soulfinger wrote:
So, you are veering away from fantasy because it is tapped out but going with dark and edgy Cthulhu because it isn't? I do believe that the order of played-out themes goes along the line of:

1) Zombies
2) Cthulhu
3) Generic Fantasy
4) 8-bit
5) Anime

So you'd be working your way up the trope ladder instead of down it.

No I'm not interested in "Cthulhu", just the idea of having "darker" artwork. I found this piece of artwork which just "talks to me"... It's sort of the type of artwork I envision but with color highlights:

I don't know yet... I reached out to him - but have not gotten a response.

Anyhow we'll see if he responds. I really would like to have a custom piece of artwork made - to reflect on and to inspire me...

That artwork looks like a

That artwork looks like a color it yourself velvet poster that you'd find in a 17-year-old Iron Maiden fan's basement. I imagine finding that print for sale at head shops, gun shows, and roadside flea markets, which is to say that while it is an alright illustration, it is the Budweiser to Thomas Kinkade's boxed wine. Are you sure that you know what market you are shooting for here? Going by that print and that shirt alone, I'm going to take a wild guess that the artist owns at least eight Gil Hibben knives.

Going Commando!

Soulfinger wrote:
That artwork looks like a color it yourself velvet poster that you'd find in a 17-year-old Iron Maiden fan's basement.

I'm not saying I want a "death-theme", I'm talking about the overall artistic styling: Black & White, interesting lines, nice border, etc. Like I said, I can picture this working real nice for the game. Maybe just add "soft hints" of color to make the artwork really shine!

Soulfinger wrote:
Going by that print and that shirt alone, I'm going to take a wild guess that the artist owns at least eight Gil Hibben knives.

IDK the guy. He maybe into those kinds of Knives... Better make sure I pay him on time then! lol :P

What about Japanese

What about Japanese ghost/demon lore as a theme, using the woodblock print style for the art? That's a darkly rich topic that's ripe for game adaptation...only Ghost Stories comes to mind as far as a game using a similar theme.

Quest is uniquely a game in itself

@Chris: Of course we will be having "demon" characters and such... But Quest is a UNIQUE game. What I am planning to have with the Second Edition is a game from which you build an EPIC "Storyline" composed of "Fragments".

Kind of like a shattered reality, broken up into smaller pieces/memories.

So I liked the "darker" style of artwork. What's really nice is that the artwork (this kind) can be "highlighted" with soft color tones to make very vivid illustrations. Picture B&W with layers of multiplying color.

Something like that. But I've got to focus on "Tradewars - Homeworld" since that is the product I am already "invested" on. And not to mention it is a product now - not just a game concept/idea. It's now a physical form people can enjoy and play.

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