Posted 28 December 2009 - 09:39 PM
hreaper>> Forgive me if I'm butting in, but I'd like to chip in my 2 cents.Cent-1: About making TCGs, the cost of something like this is usually quite high. Designing aside, there is an issue about printing and cutting the thousands of cards involved (an average expansion needs 100~150 cards minimum and 300+ to really provide variety). At a beta level, everyone can still print and play their own cards, but once you start selling, it starts to get difficult.Cent 2: Starting from a theme is a good idea, but the game mechanics actually come from what's the player's role in the game and how the world battles. Using your examples, MTG is based on the idea of players taking up the roles of planeswalkers summoning, building and casting each other to oblivion (hence the spells, creatures, LP, and mana tapping), while players of Pokemon take on the role of Pokemon Trainers battling each other in a 6-win victory (hence the six-prize-pick-up whenever you knock-out your opponent's Pokemon). (There are also games like LoTR where players fight each other with cards that don't necessarily "do battle", but those games tend to be unnecessarily difficult)There are natural arguments about how a game should start, but personally, I find having a "story" always helps. Drawing an example from yours again, if you had a meganeko-sentai-mecha-mahou-shoujou-time-traveller game, the question then comes from what role the player is going to play, whether a "meganeko-sentai-mecha-mahou-shoujou-time-traveller" out to defeat another in a cross-time-battle-of-world-war-proportions, or a treasure-hunt-for-pika-vampires, or just a battle-to-collect-smexie-points. XPStill, I'm interested in seeing how this turns out. I've tried my own hand at it a while back but found myself designing something more suited for the PC than an actual table-top. Gl Hf!!
I used to be witty, then I took a meme to an appendage and now I'm just lame.