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Image-driven story builder

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hotsoup
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I'm thinking about trying out a card game with no text, just images. I have a couple different mechanical models in mind, but the simplest is the Apples to Apples model: all players turn in a card, and the judge for that round shuffles them and picks the one he likes.

The difference is that each image that gets chosen is kept on the table in sequential order, and after each image is chosen, either the judge or the player who submitted the card has to narrate how this image progresses the plot that the images form.

The images would most likely have to have a regular cast of characters, a consistent world, and be able to be interpreted in several ways, while also providing ammo for storytelling.

Perhaps a voting system to determine the best interpretation of the cards would be good too...

Ideas? Comments? Has this been done before? The only other game that looked similar is Once Upon a Time, and the rules for that game are pretty different.

ReluctantPirateGames
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Very cool

1. Awesome idea

2. Are you planning on entering this into the TGC RPG contest? This would really stand out from the crowd of what will certainly be some very same-y stuff.

3. Here's an idea: The goal of the game is to have your character be the "hero." There would be some way of speeding up or slowing down the pace of the story, and the character who "defeats" the final monster is declared the winner. Players would have to play generic cards in the Apples-to-Apples part of the game, but upon winning a round could use their personalized cards to effect the way the story moves. This would mean that players need two hands, but you could always just hold them together if the cards are the same size.

4. This could be interesting too: There are square cards and rectangular cards. Square cards are events and rectangular cards are transitions or actions. At each square card you are able to change the "direction" of the story, which would be represented by laying the next series of cards perpendicular to the first. This could be easily accomplished with 2.5x3.5 cards combined with the 3.5x3.5 cards that TGC has. It might give a cool visual look to the finished product. Plot "twists" would literally be turns on the table.

hotsoup
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Food for thought

Those are some great ideas, I especially like the perpendicular plot twist one. I'll have to try out the basic game first though. The trouble with a game like this, is that in order to playtest it, you need a full complement of a couple hundred cards with full art.

My solution to that is simple. Comic books. Right now I'm using the Adventures of Asterix books, which provide a ton of free art and avoid the superhero cliche. I'm mostly just taking images from in and around the village in the story, so that there won't be any big inexplicable scene jumps. We'll see how that plays out.

The final theme could be anything, of course, but I'm leaning towards space-opera/adventure.

I hadn't thought of entering it in the TCG contest, but I might now. I did come up with this idea because I love the idea of RPGs, but they are very difficult to get into, and force you to do a lot of the work on your own. A game like this would be so image driven that it would maintain visual excitement and give constant and varied story prompts. The volume and quality of art I would have to commission to make it complete would be daunting though. On the bright side, the cards would all look great in themselves...

Which gives me the idea of publishing it as a CCG, as foolish as that sounds. Still, a CCG with no text. It would certainly stand out, and the deck construction strategy would be totally different. And if I set up the game right, the most frequent winners would be the best storytellers, not the best at math.

hotsoup
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Also...

the Rare cards would be only that. Rare. People would collect them because they would want to have all the art, not because they offered any game advantage.

ReluctantPirateGames
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Playtesting

Might you be able to playtest the game using written cards? Basically you could write things like "alien mothership exits hyper-space" or "Planet sighted on radar" instead of having full art. It would be a little harder to creatively weave a story that way, but it should be enough to test it out. Plus you could knock out 100 cards in an hour.

bonsaigames
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Dixit
hotsoup
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I've played that, actually.

I've played that, actually. While there are some similarities, there isn't any story building.

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