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RPG Laboratory

Whimsy Cards

I discovered Whimsy Cards.

Does anyone else think it would be possible to create a whole RPG based around the concept of whimsy cards?

Would we need more cards? Maybe we should weight the deck with a bunch of cards that say, "You rock, that totally goes the way you wanted." or something like that.

Are there any other cards that would make sense to add? Any card you could think of, just go ahead and write it here.

Yep. I know it's possible.

I remember that Everyway was based on a system that involved drawing Tarot Cards. Basically, let's say that the Player was fighting an army of rats and drew the "Death" Card. The GM Could take this to mean that the rat's die horribly... or that the player has become infected with a poison by a rat bite... or (if you read the fortune guide) you take the card to mean that there is a major change in the situation.

I think that such a system could really be alot of fun to play.

Though it leads to an issue of Skill's and Attributes. You'll probably need some abstract way of applying a character's skills to the effects of the card. It would just be a little awkward that a Level 99 Ninja Lord has the same chance of a "Horrible Failure" while sneaking as did a Drunken Troll with a heavy step.

That's an idea

The difference between whimsy cards and Everway or Engel style tarot resolution is that whimsy cards go to the players, and the player decides when to play the whimsy card.

But bringing up Everway does give me a good idea about a possible implementation. There is this thing called StoryCards. They work kind of like Everway cards except they have more info on them, a suit (which is an attribute) a number, an evocative title and image, and an evocative concept.

So the cards I make up could have an event, like whimsy cards, and an evocative idea or theme, to inspire a lead narrator (game master) to describe how things go down. Whenever your character plays to his strengths he gets to draw cards which you add to your hand, and whenever the GM asks for a card, for inspiration, you have to play a card from your hand. But you can also play cards whenever you want to have the event happen in some way or another, which you can kind of lead the GM, like if you play Betrayal, you can say you're playing it so a certain character's girlfriend will unwittingly give away the character's secret or weakness or something, but the GM still tells the story how it went down.

I'm going to have to put together a deck, play with it a little and show it to some friends before I know if this is a promising direction. But thanks for bringing that up. I may have something here.

Greetings

Hi all welcome, today I managed to log the in the beginning time in the forum, notwithstanding that his regular readers I have been instead of some time.

I am pleased that I could be part of this colorful community

Now this sounds rather

Now this sounds rather fascinating.

Let me know how it turns out, because it sounds like it could be alot of fun.