11 December 2011
Spades as Conflict Resolution
See, it'd work like this: You're walking about, when suddenly! GUNFIGHT! You and your opponent (probably the GM) deal out a quick hand of standard playing cards. Say, five of them. You both pick out a card, slide it onto the table, and WHAM. Flip 'em. High card wins.
You've got a couple of cards, permanent style that you hold in your hands. Think of 'em like your luck. You get them for doing cool stuff, or acting in character, or for saying something really badass that everybody around you likes. You keep them separate from all your other cards, because they're kind of important. You can use them whenever you want, and even switch out one of the cards you've already played with one of your Luck Cards, because that's kind of what luck is for. If you play out too high of a card, you can swap it out for one of your lower ones, and if you play too low of a card, you can swap it out for a lower one.
What's on your character sheet? I'm thinking about making this game a game about high-stakes modern-day action- picture Die Hard and stuff, where the heroes have plenty of luck until the going gets rough and shit starts getting real, real nasty. So your character sheet's got your character's goal, two of his vices, and three things he's really good at. Maybe some posessions, but since you're playing like an action movie thing, that'll probably boil down to a very few things you've got on your back. At the very most, I could see having a backpack or some sort of duffelbag, but the point of the game isn't the items or whatever, it's the fact that we're playing ACTION MOVIE: THE GAME.
This was a snippet of thought I kept track of about a week ago. I wrote about half of a mini-roleplaying game based on it, so I figured I'd let this caged beast go.