I’ve been thinking lately about the different kinds of play encoded in classic card games. It’s kinda cool, really: most card games are highly social games, in terms if where the locus of interaction lies. This means that they can do a really good job of informing the more game-y elements of our RPG design.
So, as work on our cyber-noir game Piece of Work, I see it more and more as having Texas Hold ‘Em at it’s core, where there’s common information and there’s hole information, and you need to second-guess the forces arrayed against you and use what you have to win by strength or bluff.
As we work on Austin’s top-secret game about what it’s like to fight for your home against its enemies, both internal and external, I see it as being shaped like Hearts. You take on some pain and risk as you fight, but you could go another route: take on all the pain and shoot the moon. If you fail, you fail bad. But at a certain point, do you have another option?
And as I work on Et in Arcadia Ego, I see it like Blackjack. You push for what you want, but constantly risk going too far. Then the façade of civility falls, and everyone sees the raw human malice and desire and need under it all that they’ve been furiously denying, and they turn their faces from you, making you carry the burden of their shame.
Of course, Arcadia is the only one of these games that actually uses cards. But the structure is there regardless of the implementation.
Back to grinding the “mechanics are important” axe! I want to talk about a concept that comes from sociology—marked traits—and how it applies to role-playing games.
Certain RPGs hold a privileged status when compared to smaller production games. D&D, and to some extent the World of Darkness, are two such games. These systems are considered “normal” from a mechanical view. Their traits are unmarked while other games are noted for the ways in which they differ from this status quo.
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