What is Action Cards?
Action Cards is an rpg using individual character
decks as a randomizer. Each deck is tailored to a particular character, with
several unique cards. When a player tests for an action, they draw a card and
check the results. Many cards have results across four categories, while others
have special effects, offer choices, or allow the player to narrate the
results. Decks can be marked up, modified, or have new cards added over the
course of a campaign. Your deck acts as unique dice for your character. It
evolves and changes with play.
What Do Players Have Beside Decks?
Players also have
a character sheet to record skills, damage, aspects, and special abilities.
Depending on how the GM wishes to set things, this sheet can be fairly minimal.
Players will also have tokens for Fate points to spend and possibly dice for
damage if the GM uses that option.
Character Creation: Standard
In basic
character creation players receive a deck twenty-four card deck. Six of these
are special cards all decks have. Eight have results pre-written in in the four
areas, common to all decks: Social, Physical, Combat, and Mental. Six have
blank results. Players distribute ratings among these: Catastrophic, Bad, Just
Missed, OK, Great, and Amazing. Finally each deck has four blank cards. Players
develop unique cards for their character- one all-around positive, two mixed,
and one bad. Players also pick skills and stunts based on the setting.
Character Creation: Draft
For one shots or
short campaigns, players can draft their decks. Everyone begins with a set of
common result and special cards. They then draft a set of additional result
cards. Finally they draft two good and one bad unique cards to fill out their
deck. GM’s may tailor draft decks to the particular genre and setting, with
different effects and card titles. Players may also pick skills and stunts
based on the setting.
How Do You Play?
When making a
test, the GM tells the player the basic result they need to succeed and what
kind of draw to make (i.e. a Stealth Physical pull). They draw and check if
they’re happy with the result. If not they can repull with a skill or by
spending a Fate point with an aspect. Alternately they can raise the result by
one degree by using an aspect & fate point. Players can use effects to
redraw up to twice, but have to use their final draw.
The GM makes the players push their luck
by playing off egos.
Players reshuffle
their decks after each scene or after every three rounds in combat. GMs can
also call for a reshuffle if decks are getting low. Players may spend a Fate
point to reshuffle at any time.
Many cards have
catches or dramatic options on them. Unique cards may require the player figure
out how their action fits with the fiction. Players always have the opportunity
to control this narration, but the GM can also take it over if they get stuck.
What Does the GM Do?
When running an
active opposition- mooks, bad guys, monsters, etc- the GM uses his own deck. It
contains several unique cards, but primarily result cards broken into four
categories representing quality: Average, Trained, Skilled, and Elite. NPCs can
be generally sketched to those levels for the four categories (Social,
Physical, Mental, Combat). These can be tuned by adding Skills (redraws) or
Qualities (+1 to the result for something specific). They may also have aspects
and stunts.
“Potentiometers” or Game Dials
We’ve played with
several variations shaped to the kind of game’s genre. For example we commonly
use dice-based damage. However the system also works with simplified
margin=damage mechanics and stress boxes. Skills lists can be easily modified
to fit the genre; the same holds true for Stunt lists. Consequences can be
player-chosen or card-driven. Mechanical elements like reshuffling and deck
construction can be tuned to impact the game’s feeling.
What’s Fate
Here?
Aspects,
Consequences, Fate Points, Physical/Composure Stress, general approach to
Stunts & Skill set up.
What’s Not Fate Here?
- Granular Advancement: Players spend their experience points to buy up results on their cards, write in “edges,” purchase skills, acquire new stunts & powers, add new cards to their deck
- Card Counting: There’s a “Moment of Glory” card still in my deck. Do I keep drawing? This might seem like a meta-distraction but in my experience it adds tension and fairness to the play
- Ownership: Players can mark up and own their deck. It might sound odd, but players react positively to this- even more than doodling on their character sheet. Edges, result buy-ups, unique cards all contribute to this feeling. Players learn and appreciate each other’s decks over time.
- Dice Damage: The default option uses dice for damage which seems weird, but it creates an interesting break in play. My only real justification for this is that players like rolling damage.
- Loose Skills: Players can justify repull based on skills used in a different context. They’re meant to be approached broadly. Instead of a Stunt to use a skill in a new context, players and GMs can do thus through narration. There is a parallel to Fate in Stunts which allow players to draw another category for an action type, i.e. Mental for Defenses.
What Have We Used This For?
We’ve played many
long-running campaigns using some flavor of Action
Cards. For example, The Last Fleet, a fantasy riff on Battlestar Galactica; Ocean
City Interface, a multi-dimensional game; Libri Vidicos, a steampunk fantasy school; among others. We’ve also
used it to adapt other settings for campaigns including Fallout, Glorantha, Legend of the Five Rings, Changeling the Lost, HALO,
and Star Wars. We’ve also used it for
some one-shot games including superheroic sessions.
What Am I Imagining?
A core book which
lays out the basic elements of the system. It would include several Campaign
Frames used to illustrate different elements. For example we might use Guards of Abashan for city-building and
granular magic. The Last Fleet for
communities and vehicles. Neo-Shinobi
Vendetta for powers and operation planning. Arclight Revelation Tianmar for steampunk, mecha, and social
conflict.
The book/pdf
would include PnP tools for making your own card decks. It would have basic
cards as well as form-fillable set ups. Using something like DriveThru Cards
GMs could also order basic sets of cards. We would also have available
pre-developed draft decks for different genres or the specific genres from the
core book. These could also be done PnP. Finally we’d also have a set of
condition/consequence cards available.
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