Rated up to negate Garagan's vote, hurp durp.
So…
Are you actually marketing this, or is that just a hopeful step in the future?
I have the capabilities to have the cards printed and distrobuted if the game proves to be well recieved and so I'm creating the CCG with that goal in mind rather than making it now and then adjusting it to be saleable.
Huh… interesting. I've always wanted to get the SCP out there more, but there are some… things that may need to be talked about.
For example, and I dislike bringing this up but, are you going to be making a profit off of this? If you do, will any of that money be reinvested back here? Or is it going to be only able to be bought and sold through channels of the SCP Foundation website?
What do you intend to do about the copyrights on the articles? Some of the original authors cannot actually be reached anymore, and several others have made quite clear their views on leasing out their creations.
There's other questions, but I'm laying the main ones out there. I'm not trying to rain on your parade, but these are things that need to be asked when marketing comes into question regarding a situation with such a copyrighting mess.
That said, if we manage to clean up all of this stuff, I would be quite happy to see something like this hit the shelves and reach a wider audience, as well as laying down the foundations to further the SCP in the world.
Ideally I'd like to make profit off the system if not nesissarily the SCP Foundation. I am perfectly happy to sell the SCP version of the CCG at cost and present them as fan made works based on the creations of others, thus neatly letting me sidestep some of those problems, and I'd hope that people would be happy for their creations to be out there in the public eye.
In all honesty this is really an intellectual exersize for me to check if the system works as it's acctually a modified version of a system that I've been working on for a while now for an entirely different CCG which I'm hoping to pitch to a number of companies over it's development cycle. So other than wanting to make something cool for this site and hopefully get things out there I'm not too bothered about money.
And don't worry about asking awkward questions. I'm hoping to make my living in the games industry in one way or another and if I can't answer simple questions then I'm kinda fucked.
Sounds cool man. More power to you for that.
I'm fine with you using my stuff, so long as you turn awareness and kudos and whatever back here, and to the original authors and stuff.
Though, to avoid stepping on any toes, I'd advise checking with all the authors of the stuff you wanna use otherwise some of them might get kinda pissed.
Cool man, I will as soon as I get a chance, as my internet is currently treating me rather badly at the moment, and I need broadband.
And I'll try and think of some, which is good timing, because I've recently gotten on a Magic The Gathering kick at the moment.
Why? If you're going to downvote something, the least you can do is explain why you did so, and how, in your opinion, said article or idea can be improved, if possible.
It's common courtesy, otherwise you just look like a jerk.
And that goes to everybody who rates and doesn't explain why, not just you Grangan.
Because quite frankly, I don't see why we need another TCG system. Also the other one's better.
Grangan, all I know is, I look at your rules and immediately shake my head. I look at Moleys, and I think that there is a game I might actually play.
I normally don't vote on non-article, non-story pages, but I will downvote your TCG page and upvote all of Moley's just to make a point.
So yeah, chew on that, you vindictive [DATA EXPUNGED].
Er, the TCG page is made by somebody called Captain A, not Grangan.
…I am liking this so far. I have to agree, i think there is a real game in the works here. I think the deck limit is a little low, but then i like to play games that can last a couple hours, so i think that's just personal bias…
As for the marketing idea…that would be interesting, but i think letting it start out as just a on-site project would be best, at least at first. Now that i think of it, isn't there some program that lets you create a electronic CCG? Something like how Chron X is set up,but can't think of the name of the software…
Anyway, i like the direction this is taking…Moley, shoot me a message sometime when you're on, i have some ideas i think would work. I admit, i'm already excited to see demo cards…
The deck limits are low to keep the game lethal. In the current batch of playtest games last about an hour and twenty minutes….well except the time I tried to make a Kondraki deck and killed us all in 3 turns but that was more me being a pleb than inherant problems with the game mechanics.
There's been a few rules changes that I'll be putting up over tonight and the playtest decks are shaping up to be at least useful for learning the games interaction. Altho playing with more than 2 players increases the fun dramatically but with the playtest group I have here we just shaft each other over rather than working together to stop a rampaging 682.
The current playtest decks are a DrGears one currently called "Careful Research" cause thats the key card in the deck. If you play magic at all it's like a White Blue soft control deck. It slowly limits more and more of your options while still retaining all of its. It primarily uses research personel and Resources cards to lock down any SCPs that appear while using 914 to do wazzy card manipulation tricks.
There is a Clef deck currently called "Active Defence". If you play magic at all it's like a Red Blue Aggro Control deck. It's SCP deck is full of big Keter level beasties and it uses Missions and Equipment to Secure them before releasing them on it's opponents and blowing their shit up. Not as trick filled as the Gears deck but better if you like bluffing and magnifying threats.
Finally their's the Kondraki deck which has earnt itself the name "Pulling a grenade in a knifefight." It's random, it's messy and if you play magic it's like a pure suicide aggro Red Black deck. It currently holds the record for the fastest game loss at 3 turns by revealing 682 on turn 1 and then failing spectacularly to secure it for the next 2 turns while preventing anyone else from helping. It's more of a silly deck than a viable stratergy.
I have an XNA developer account and I was thinking with the blessing of the site putting it up on the community channel once we have a working system and a playable card base. C# is monkey easy to use and I have a pool of around 50 artists to draw from if needs be to make the card art all spangly and working in XNA means that making the game for windows is just clicking a different checkbox while compiling. I'll need help from more senior members of the site to get the tone and theme of the interface right but after that if the game works well we can move to deadtree production and hopefully get something out there that people will enjoy. Otherwise we can use Lackly, Apprentice, Magic Workstation and a few other programs, hell if I decide I want to start eating razorblades again then there's always Flash or Java.
Also Gears if I'm ever online on IRC I usually have a channel #SCP-CCG setup so the talk doesn't clog up the main channel so just drop into there and hell people can chat without me about what they'd like to see and post up the digest of what they thought in a discussion page or a sandbox if they want. I'm pretty chilled out about the development of this game.
[Redacted]
Whoa there, sonny boy.
First of all, you're the one who brought up the 3.5 vs 4th edition D&D reference in the first place.
Second, do we really need all those large red letters to make this point? I humbly submit we do not.
Walk away from the computer, have a nice tasty milkshake, and come back when you can stop being a drama queen.
Comments:
Deck-making rules
- Isn't it simpler to just mark every personnel card as Unique and do away with that "personnel card by subtitle" rule?
- Also, will there be a reason for discriminating between having "Rare" as a keyword and being "Unique"? (If I'm not mistaken, the "Rare" keyword can be used to define affected cards, "Unique" cannot? Still, I'd consider just slapping "Unique" on all cards with that keyword and simplifying this rule pair.)
Optional Start of Turn Phase
I think "Optional Start of Turn Phase" is too confusing a name for this phase given what it actually is used for. Plus "optional" implies it can be skipped at will. How about calling it "Activation Phase"?
Also, giving the turn player control over order of activation feels like a bit of cheating, as they can reorder however is mroe convenient, plus it gets needlessly complicated in case there are more than one player. Maybe the cards simply resolve in whatever order (or reverse order) they were originally played? This forces players to think more strategically when the cards are played IMHO.
Ability types
Are there any "optional" ability effects where you have the choice whether or not to activate and do they have specific elements? (in YGO when they occur in chains, ¾ of the times you aren't allowed to activate them)
Sorry for the reply delay, I've been all over the place the last few days.
Answers to your questions in rapid order:
Personel are Unique by subtitle to allow for upgrading. Also if a card is Unique their can only be 1 copy of it in play whereas each player may only control 1 of each personel….except Bright but that's a special case.
"Rare" cards are 1 per deck Total. So it allows some cards to be very powerful but you can only choose 1 of them and only have 1 in your deck.
The Start of Turn Phases will be streamlined, it's just written out implicitly so that it's clear for playtest. And in regards to needless complication keeping track of 20+ cards and when they came into play is far more paperwork than people stratergising how to activate their abilities to get the best effect.
An all Abilities that say May are optional. You don't have to activate if you don't want to if it's optional.
A possible hatbot plot seems to be developping with The Hatbot Chronicles and Thy Will Be Done.
It is hard for me to convey how bad an idea I think it is to bring hatbot into the card game.
How about "Bringing hatbot into this would be an XK-class end-of-the-card-game scenario"?
Ok I'm new here what format are you using to make the cards, drawing them yourself, program, all photoshopped? just kinda curious here, never got into the MTG or YGO scene didn't have the money at the time, but this catches my interest a little here.
I've actually been working on a java app that could be used to generate image files of the cards from a simple text document or something. After I started fiddling with the code for a similar but unrelated project, I was asked to adapt it for scp. As it turns out, doing so will be fairly straightforward once I get a wireframe for how the cards are to be laid out.
Magic Set Editor is a good program. http://magicseteditor.sourceforge.net/
But Set Editor only supports the MtG format, right? The info on those cards as compared with the SCP-CCG cards isn't exactly incompatible, but it comes close.
It's scriptable. These cards, for example, are completely coded through MSE:
http://zarat.us/tra/board-games/team-fortress-2-board-game.html