I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Sunday, May 16, 2004

CCG Tales

Here's something a mite odd, so with it comes the explainin'.

CCGs have been trying to tell stories for awhile now, through flavor text in the cards themselves, in the rulebooks, etc. The first big game in that regard that I can think of was Legend of the Five Rings, but even Magic had inklings of a story from the beginning (even if it's never really been developed per se). But some of the better games, I think, tell a story in the playing. The various rules, cards, and in-game events lay out a story. Granted, you aren't likely to get Shakespeare this way, but you can get some fun, colorful synopses of a game.

I think Doomtown is one of the better ones in this regard, and so after getting to play it again via gEngine recently, I felt inspired to sit down and write up a more story-like summary of the game. It's mainly an exercise as to seeing how a CCG can represent a story, or at very least a series of events.

Doomtown Tales - Witch Hunt.txt

2 comments:

Anonymous said...

This is a test. This is only a test.

Anonymous said...

The call of Cthulhu Card CCG was based around a "story" so to speak. You had to design your deck to be able to play the cards necessary for the event to win. Ask Scott for more info.

Rick