Monday, June 24, 2013

Playing Cards part 2

To refine the idea of playing cards:

In the middle of the table sits the Wheel of Fortune. When upright (base towards the players), it can be inverted for a redraw. When inverted (base towards the GM) a player can discard a card to turn it upright. More on that in a bit.

Players can play their cards in one of three ways:

Marks - Every player must have at least one card, face up, to his right. This card represents his interaction with the situation at hand. It is through this card the player gives and gets marks. This is the card influenced by marks given to the character.
 5 marks = something mild
 10 marks = somewhat serious
 15 marks = serious/lasting, maybe even worthy of a Twist
 20 marks = very serious, most likely a Twist
A player can play more than one card for marks. That expands his ability to influence action, but also makes him more vulnerable.

Setting up a Redraw - A player can put one of her cards near the Wheel of Fortune. This is done to set up an additional redraw. Let's say she plays Judgement with the WoF because she fights to kill monsters (rather than with an emphasis on protection; maybe same results, but an important difference nonetheless). Later she or another player can draw on that reputation as monster-killer for a redraw. Judgement would then be turned face down and out of action for the scene.

Resetting the Wheel of Fortune - A player can discard a card to his left to turn the WoF upright. That card is done for the session. I will try to think of a way to get it back, but I may leave it out - turning the WoF upright is a pretty big deal. Setting up a Redraw makes for a more interesting story and is clearly more worth the effort. That's where I want to steer the players.




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