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Collectors (working title)
This is just me imagining up a fictional world and a tabletop card game to go along with it. Still a work in progress. This just for fun as I have no plans on actually making a game, but who knows?
Scrapped Ideas
[Contents: Overview / Rules / Characters / Items / Escapades / Glossary / Scrapped Ideas / Reboot Changes / NPCs]

Title says it all. This is where all of my scrapped ideas are for anyone who's curious, with reasons as to why I've scrapped them.

Attack Types:
Brawler - Once per round when this Collector lands an Attack, they can make a second attack against the same target without spending AP.

Ranged - This Collector uses their Cunning for attack rolls instead of Grit and will not take damage when Intercepting an attack.

Hit & Run - This Collector can only attack once per round. When they land an attack, they add their Cunning bonus to their Reflexes for the rest of the round.

Chaser - Once per round when this Collector misses an attack, they can add their Cunning bonus to that roll, potentially making it land.

Sneak Attack - When you make an Interception attempt, you can choose to instead make an attack against the target player. The attempt fails if your attack lands.

Reason: This one ended up feeling very superfluous as not many Collectors would want to spend their turns attacking or might not even need to attack at all.

Edible - When this item's active ability is used, it is flipped over and becomes a status effect that lasts for a certain number of rounds before being discarded.
Reason: Scrapped after realizing that having a collection of things that are to be eaten would go against the whole concept of collecting. It's literally just one big "have your cake and eat it too" dilemma.

Scrapped an idea involving Joint Efforts and Heated Encounters (listed under "Escapades" in the glossary) having an additional effect if targeting a specific character. It made sense way back when I started making this game and it had only four characters. But the more characters I've come up with, the less likely such a thing would even happen before I decided to just drop it entirely.

Opening Act - At the start of your first round as the Instigator, search your Escapade deck for this card and play it.
Reason: This was back when I tried leaning very heavily into the "episodic series" angle I was drumming up for this game. Scrapped this because I didn't want every game to have players dedicate an entire cycle of rounds to "introducing themselves".

Inciting Incident - During each other Collector's next round as the Instigator, they must search their Escapade deck for an Inciting Incident and play it.
Reason: Another piece of the heavily episodic focused version of the game. This was supposed to be a kind "season climax" right before the finale. This one didn't even last all that long since I very quickly realized how rough the whole process would end up being, forcing players into playing a specific Escapade, sometimes with an Experience that would debuff them until a very specific condition is met. This was also what convinced me to move away from making the game too "serial" and not obsess over building an entire season. Additionally, this was back when the only characters in the game were Alvin, Jasper, Jasmine, and Markus, as they were all pretty much involved in the same events in-story.

Used to think that every Escapade had to have an Experience attached to it. They were called "Flashbacks" at the time since they used to be just memories a character would look back on, which would "trigger" whenever something specific happens in the game. I dropped this since not every single event needs to be looked back on to influence what one does in the present. Also, it'd just make too much clutter with extra buffs/debuffs and be a real pain when trying to reshuffle an Escapade deck.





 
 
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