More on Cardology

Over in the comment thread for my Cardology and High Rollers post from a few days ago, my pal J.J. Lanza wrote a nice comment about the cards that contained an inplied question about how they’ll actually be used mechanically. After I replied to his comment, I decided that info was worthy of an actual new post. So, here’s J.J.’s comment, followed by my response. Let me know what you think.

J.J. wrote:

The cards are well thought out and seem to really define the energy of VAM. I love that you use both jokers instead of just one.

The cards are a natural choice for Vegas, but I’m curious if/how you will be incorporating dice into this schema. Dice are Cards go hand-in-hand in Vegas. There is a dichotomy here as well. For all its randomness, card games require skill while dice games are firmly games of chance. I have no doubt that you and David will make the best choices for VAM.

Follow Your Bliss,

@JJ, yeah, the game is totally using DRYH rules as a foundation, so there will still be lots of six-sided dice rolling all over the place at the table, no worries.

The cards will not be a resolution mechanic, in fact. At least not in the micro sense. They will be part of a campaign-level pacing concept, though.

It’s still not baked yet, but the idea is that over the course of several sessions, interactions with characters and items that are represented by various cards will determine a selection of cards that the players will have in their “hand”, and eventually the fiction will drive to a point where the group will use those cards to play a hand of poker vs. The Madness, which will then guide the group toward a determination of the fate of the world in their fiction-arc.

Also, it will be possible to use a deck of cards to act as sort of an oracle, sparking ideas for bringing various archetypal natures and/or specific characters into the ongoing fiction.

But those aspects are only part of the overall puzzle. DRYH’s rules about Madnes, Pain, Discipline, and Exhaustion will also play a major role in guiding the fiction, and in the end, even as these elements combine to guide WHAT happens, the play group will still be able to decide HOW it all happens.

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