Talk:Chronogeddon CCG card set

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Name

Did "History ReZap" come from anywhere particular? Maybe we should throw some names around. I'm a bit of a sucker for "chrono" prefixes - "Chronopocalypse" and "Chronogeddon" are a bit clunky, but "Chronowar" isn't bad. --Kevan 12:39, 6 February 2007 (UTC)

Joe: Nope, it was the third thing that came to my mind after some obvious and cliché names ;-) Chronowar is not bad... until a different suggestion! --Joeyeti 13:09, 6 February 2007 (UTC)

Theme

I suppose we should get the theme clear, before going too far anything else. The basic concept of the game is going to be "a war fought by soldiers from different time periods", from what's been said on the list, yes? With the players' characters being some sort of time-controlling generals able to summon forth troops from anywhen in the past or the future? Are we going to worry about the mechanics of time travel between years to fetch things, or are the players just pulling units and buildings straight into existence on the battlefield? --Kevan 17:19, 5 February 2007 (UTC)

Joe: Yup, I would see it like that. I guess Time Travel would not need to be involved that much, maybe just as some Actions, affecting the Battlefield or some Things that would be persistent and would be a result of a mishappened Time Travel. So just minor affections. --Joeyeti 08:58, 6 February 2007 (UTC)

Structure

Washing up and listening to Circulus, it struck me that past/present/future makes quite a nice paper/scissor/stone model, which is a good base to build a CCG on. The post-industrial present beats the distant past because it has science and technology, the alien future beats the present by having better science that's geared to defeating or seizing control of puny 20th century weapons, and the mediaeval past beats the future either through its lack of reliance on technology, or (probably more interestingly) through its vague mystic powers. We needn't explicitly define the three eras, but a general tendency for each of them to be vulnerable to the people and artifacts of one other might be a good thing to keep in mind. --Kevan 17:19, 5 February 2007 (UTC)

Joe: Question is if only 3 different time Epochs would be sufficient for such a game? Maybe from the Start yes with possible other Epochs coming in after testing the basic Idea first. --Joeyeti 08:58, 6 February 2007 (UTC)
No, I deliberately avoided the word "Epoch", I just meant that there could be a general tendency for the present to beat the past, the future to beat the present and the past to beat the future. Narrowly-defined Epochs seem like probably the best way of defining who can use which equipment, I'm completely in favour of those. --Kevan 12:57, 6 February 2007 (UTC)

Better science: The alien future could be based on biotech, which is particularly susceptible to mediaeval magic, but highly resilient against industrial attacks. -- Eswald

Joe: Good idea. So Biotech is minor to medieval Magic, medieval Armor and Weapons are minor to present Weapons and Armor and present Weapons and Armor are minor to future Biotech. What about the otherway around? How can present armies beat future, how can medieval fight against present and how would future crush medieval warriors with magic? --Joeyeti 08:58, 6 February 2007 (UTC)

There could be a card based on the Grandfather Paradox, where if a character is destroyed, then a character from a later era is also destroyed - or which stops an attempt by a character to destroy another from their past. --James 12:40, 6 February 2007 (UTC)

Joe: Good Idea! Of course we have to make the mechanics and dependencies as to which Unit or Thing is depending on what... if that "what" becomes destroyed (and/or possibly otherwise influenced?). --Joeyeti 13:09, 6 February 2007 (UTC)

Mechanics

What cards should exist? Troops? Buildings? Weapons? Armour? State-based effects like Fog and Festivals? What's the object of the game? Is there only one way to win? --Kevan 17:19, 5 February 2007 (UTC)

Joe: Troops for basic fighting, Buildings for defense, Armour for defense, Weapons for offense, Magic for offense (Medieval), Stand-alone effects (raising attack and/or morale), Time Events (influencing the Battlefield), general Events (influencing certain Rules in the Game or other conditions), Win Conditions (for each Epoch or Army), Lose Conditions (maybe)... Any other Ideas? --Joeyeti 08:58, 6 February 2007 (UTC)

How are we going to stop cavemen from driving tanks? Give each card a simple Epoch and have a global rule that troops can't operate things that come from a later Epoch? Or give each card a detailed year, and ban a soldier from 1916 from being able to drive a 1941 tank? --Kevan 17:19, 5 February 2007 (UTC)

Joe: We should set some basic Rules for the entire game (whether based on the current Card List - with possible Amendments with future development - or set generally independent of the existing Cards) with some Cards influencing those basic Rules. Depends on the Number of different Epochs. --Joeyeti 08:58, 6 February 2007 (UTC)

Banned mechanics

And oh, what format are we developing this for? Apprentice, Gatling, real-pieces-of-cardboard, web-turn-based, or what? We should all be aware of which mechanics and assumptions we can and can't use, accordingly. --Kevan 19:04, 5 February 2007 (UTC)

Joe: Depends. Best thing would be a basic real-piece-of-cardboard game (for me). If anyone would find or make a Web Client for this, it could be modified for it. Again, only my idea ;) --Joeyeti 08:58, 6 February 2007 (UTC)