Illevar RPCG part 2 - Rough Ideas
Greetings and Salutations! Thanks for tuning in! Today's blog post will continue the idea for the game I shared last week: Illevar. These ideas will be explored more in later posts, but I wanted to get some rough ideas out there.
The Basics:
We’re combining two genres for this project: TRPGs and Card games. We’ll be using the RPG elements of story, narrative, setting, and adventure with the functionality of cards: easily referenced, colorful, and tangible.
Let’s break down some of the ideas I have for the types of cards Illevar will use.
The Cards:
Character Art cards - Optional. For flavor and fun. These will be full art cards that players can use to show what they look like, have a backstory on the backside, etc.
Character Class cards FRONT: Basic class details/active side, HP, Skill Points, Attack Bonus(?)
Character Class cards BACK: Basic class checks/passive side, skills, equipment proficiencies, etc.
Item cards
Equipment - skill, damage bonus, type, effects
Items - one use, discard after
“Key” items - story picture cards, storyteller decides use or effect.
Ability Cards
Different per class, gained by leveling up
Active cards - “combat” abilities with cost
Cost and effect changes with leveling. Example from Slay the Spire: cards switch from basic card to plus form, usually with stronger stats or cheaper costs to use.
- Passive cards - skill abilities with cost. Meant to be used outside of combat.
Monster Cards. These will come in two sizes (large and small) with one size for players and one for the Storyteller.
Normal size - player side. Shows only art.
Large size - boss monster player side. Shows only art.
Large size - storyteller side, complete with monster attacks, ability, description, loot
The Archive
Storyteller toolbox for holding cards.
Rulebook/Storyteller Guide.
Player Roles:
Player Characters (PCs)
Take the role of main characters in the game. Create backstories and customizations.
StoryTeller (GM or Game Master)
Create the encounters, story, and run the rules and other roles of the game. Responsible for monsters, loot, NPCs, etc.
Adventure:
The adventures should use role-playing, decision-making, and fun.
Focused game play. Quick, efficient, clear.
Room for customization.
Players are the main leaders; letting their decisions shape the adventure.
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