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Tombstones n' Tumbleweeds RevisitedAug 30, 2009 | 1:01 am
Working on the second edition of Tombstones n' Tumbleweeds, I'm putting a lot of thought into the card mechanics. For those who aren't familiar with 1E, standard playing cards are used for initiative. The unpublished Game Werks second edition (which is being incorporated into what is actually published) expands the use of cards for other random decisions, like random traits/gimmicks. My questions is would you rather see more, less, or the same amount of usage of cards in the second edition?
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djlittle Commented:Aug 30, 2009 | 12:32 pm
I like the idea of randomness. It can help when "Buildin’ Yer Gang". It could also give you some interesting members to deal with.



As an example, A card could result in the 'yelluh' character trait. This guy is a member of the gang and has always talked 'tough', but now the shootout is here and his true color comes out. You have to deal with it. :mrgreen:



Most people don't pick quirky traits or features, because they always want their character to be 'bad ass'.



I love randomness when generating characters/NPCs because you can get some very interesting folks. This also is true when the gang enters a saloon (tavern), looking to hire some NPCs for a job or whatever. The characters only know what the NPC tells them, but the GM always knows what the NPC is really like. :twisted:
djlittle Commented:Aug 30, 2009 | 12:35 pm
I like the idea of randomness. It can help when "Buildin’ Yer Gang". It could also give you some interesting members to deal with.



As an example, A card could result in the 'yelluh' character trait. This guy is a member of the gang and has always talked 'tough', but now the shootout is here and his true color comes out. You have to deal with it. :mrgreen:



Most people don't pick quirky traits or features, because they always want their character to be 'bad ass'.



I love randomness when generating characters/NPCs because you can get some very interesting folks. This also is true when the gang enters a saloon (tavern), looking to hire some NPCs for a job or whatever. The characters only know what the NPC tells them, but the GM always knows what the NPC is really like. :twisted:



OR, you could come up with a special deck like used in the 'Zombies' game. Although that would involve a heck of a lot of artwork... Maybe that could be an add-on for later!
Brett Commented:Aug 30, 2009 | 1:22 pm
Yeah, but you can do the same thing with dice.
djlittle Commented:Aug 30, 2009 | 9:05 pm
:lol:

True! I actually prefer dice to cards.


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