Sunday, March 23, 2014

Mechanics That Don't Make A Game

Drafting is still playing a big role in my pipe dream game ideas, I find the possibilities of completely changing how you play the game via the cards you are dealt exciting.
I have a problem though, it's not enough to make a game.
Trying to come up with a thematic reason to start a game with a draft has lead to the concept of a master and subordinate, one of your cards will serve as your main character, with powerful abilities to help you during the game. A second card would have more limited abilities, based on what it could have had if it was chosen first.
This idea has also lead to find uses for other cards from the draft: a starting building, currency or even a map piece.
From there I started thinking of settings. Starship captains for a sci-fi flair came first, but didn't seem to hold together very well. Wizards with apprentices came next and is a stronger idea, I think, but I also like the idea of demons vying for control until hell freezes over and the game ends, which is what I am playing with right now.