I've been mulling over playing cards in a roleplaying context for quite a while now, at least since Everway and definitely since the SAGA versions of Marvel Superheroes and Dragonlance. It seemed like something that should be easy, drama powered by, instead of the proprietary decks of those previously mentioned games, the elegant probabilities and imagery of a generic traditional deck.
The Saks-Werbespiel deck, displayed on the excellent World of Playing Cards. |
Until yesterday when, literally on the verge of sleep, the seed of a system abruptly coalesced in my mind. I've been reading several minimalist designs lately (particularly Minimal6) so perhaps my long-latent notions got hooked by a new concept, pulling things together. Whatever the genesis, here's what I've got so far. Feedback would be greatly appreciated.
HaberDash; first cut
(Note: previously these rules were called "Cheap Suits.")
0.0 Set-Up.
These are rules for
tabletop roleplaying. They assume a traditional arrangement for such,
one person serving as a GM (game moderator) who presents a scenario
to one or more players each running a character of their making. Play
will require note-cards, pencils and a full deck of playing cards
(all four suits plus jokers).
1.0 Making a Character.
Divide thirteen
marks between the four suits of Clubs, Diamonds, Hearts and Spades.
Clubs
represent speed, dexterity, reflex and sudden intuition.
Diamonds
represent endurance, slow action and deliberation.
Hearts represent
awareness, logic and erudition.
Spades
represent forceful action, strength and intimidation.
Each suit may have
no fewer than one mark and no more than six. Three is about average.
Describe three
Qualities, each a short but evocative phrase declaring
something heroic about the character. These must be things that both
help the character excel in particular situations but just as often
lead to complications in others.
1.1 Example Characters.
Emma “WireShadow”
Bequist
(cyberpunk outlaw)
♣♣♣♣♣
♦♦♦
♥♥♥
♠♠
-Hacker pioneer,
spelunker of the deepest data caverns.
-Modified this
myself, I’m testing some new ideas.
-Everyone on the
Network has heard of me.
Brutalina
(sword & sorcery
adventurer)
♣♣♣
♦♦♦
♥♥♥
♠♠♠♠
-Blood-furious
berzerker.
-Barbarian daughter
of the Iceblue Mountains.
-Furious passions,
deep melancholies.
XX-878
(galactic wanderer)
♣
♦♦♦♦♦♦
♥♥♥
♠♠♠
-Last of the
Armageddon Androids.
-Enough plasma
warheads to level a city block.
-I’ve seen things
you people wouldn’t believe.
Katherine Zephrenos
(courtly wizardess)
♣♣
♦♦♦♦
♥♥♥♥
♠♠♠
-A weaver of
illusions.
-Always dressed in
sharpest fashion.
-On first-name terms
with a devil or two.
2.0 Facing Challenges.
When the character
is faced by a challenge of uncertain outcome, the GM will decide
which suit is most appropriate. The player then draws as many cards
as they have marks in that suit, meeting the challenge if any of the
cards match the suit. The number value of the matching card indicates
how well they succeed. If multiples of the same suit are drawn, the
player acts per the single most advantageous value.
Drawing no matching suits means a failure.
Values 1-5 mean an
iffy success entailing complications. The lower the number, the worse
the complication.
Values 6-10 indicate a superlative success granting
dividends, the higher the number the better the bonus.
If the character has
a quality relevant to the challenge they are facing, they may draw an
additional card or improve the value of one of the cards already drawn by
2.
Royalty cards (Jack,
Queen and King) offer power, but at a price. Royalty can be worth 10,
but taking it requires the player declare a complication based on one
of the character’s qualities. If the player turns down the 10 (and
connected complication) the royalty card is worth nothing.
If a joker is drawn,
regardless if the player also draw any successful cards, the GM may
declare a complication, up to changing the entire nature of the
scene.
The deck should be
reshuffled after the second joker has been drawn.
3.0 Future Cuts
Things I want to consider for the next cut:
The probabilities so far are pulled out of thin air; a suit rating of 3 as "average" just feels about right, I've no math to back it up. Actual play will likely indicate needs for adjusting the numbers.
A consequence mechanic of some kind (in other words something like Hit Points); the obvious way is to check off suit marks, but that seems a bit blunt.
An oracular system for the GM, by which they can also draw cards to build situations and opposition.
I may or may not add skills to characters; a preliminary idea is a simple binary thing that let's one draw an additional card only if a suit card hasn't been drawn yet.
I haven’t as yet
thought of a mechanic to dial the difficulty of challenges, but I doubt one is really needed.
Likewise, there’s
no advancement mechanic, but I’m comfortable not bothering with
one.