Card Game RP!

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Re: Card Game Roleplay!

Gentleman Vaultboy
You can't say that and not follow it up.
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Re: Card Game Roleplay!

Marvelous Miscreant
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In reply to this post by Celadon's Penultimate
Are there any specific locations or shapes you want built into the map? Like certain terrains placed in certain places.
Praise the Sun
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Re: Card Game Roleplay!

Celadon's Penultimate
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In reply to this post by Gentleman Vaultboy
 Hehehe...well, since you ask.

Okay, so basically, imagine that two parties of Cardmen (what the people of Deckstack are called) are passing by one another through the forest. One group is composed of low numbers (ie humble athletes who compete for money), and the other is composed of both low and high numbers (ie dignitaries working for the various kingdoms, and their servants).

As the two parties pass by one another, one of the dignitaries doesn't like how the leader of the wrestling team is eyeballing him. He calls him out to a duel of Go-Fish. The two parties have to turn back to back.

Aside from the team leader himself, the side being called out (ie the athletes) are absolutely terrified. This promises not to end well. Their leader pleas with the other side. But it's too late; the offense has been done, and their insolence must be paid for. Now, as they're the offending party, they have to try to guess what numbers are in the group. No peeking; if discovered, that is most dishonorable.

"Do you have any tens?" the lead athlete calls out defiantly.

"One ten!" comes the sharp reply from the other side, "Take your attack!"

The ten turns around, and the lead athlete gets to take a single move against him. One attack of any kind, with the exception of using any weapon, and (of course) no inflicting lethal harm. Kicking, punching, headbutting, kissing, licking, spitting on, using a power on. But only one move.

And when that move is done, the attacked person is freed from the battle. They can go about their business, but may not involve themselves again in the fight. Again, doing so is dishonorable.

The rest must remain in position, as the of the opposite side takes the same guess, "Any sevens?"

The leader of the athletes himself replies, "Two sevens. Me and my co-captain."

And the dignitary leader gets his chance for revenge. A slap to the face for the co-captain, and for the captain himself? A swift hard kick to the crotch. The athlete obviously does not know his place; that ought to bring him back down to size. The co-captain helps his captain to his feet as the two depart the battle arrangement, and the dignitary returns to his side, calling out to the team leader, "Do you fold?"

Yes or no? The called-out party always gets to choose.

The athlete looks to his teammates. They plead for him not to let his pride get the best of him.

Brief pause.

"Well?" the offer is repeated, "Don't take forever. Your team is undoubtedly has a schedule to keep."

His teammates plead silently with him. Don't be pig-headed.

A sigh. He mutters his answer under his breath.

"I'm sorry." the reply comes from the other side, "I didn't catch that. Care to repeat it a little louder, please?"

The team captain narrows his eyes, "....I said, I fold."

Battle positions are relaxed, and the two parties turn to face one another, as they gather their bearings to be about their way once more. On departing, the co-captain does not so much as look respectfully on the victorious side. He's learned his lesson for the day. He'll know better next time than to go against a deck so obviously stacked against him.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Celadon's Penultimate
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Oh, and before you ask, there's not just that sort of battle/duel arrangement.

With a given number of people in your party, your game could end up being Go Fish, Matching, I Declare War, Poker, Uno, Bridge or any number of other choices. As such, naturally, card games in this world are considered the games of kings, and skill in such is held in higher esteem than chess.

Though, this type of battling/dueling is only done in civilized society. In the wild, unsettled parts, all bets are off. You better be good at fighting, or you might just get your deck flipped.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Celadon's Penultimate
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In reply to this post by Marvelous Miscreant
Only the shapes of the kingdoms' suit symbols (as identifiers), and castle symbols in the center of whatever lands you design.

Not to mention, the entire world is not occupied. Obviously, some places remain that are not claimed by any suit. So, some lands and some islands should be unoccupied.

And as to whether to make it a normal map, or to make the different lands color-coded by suit (with unclaimed lands colored normally), I leave that up to you. One way or the other (or both) is totally fine with me.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Gentleman Vaultboy
What do the people look like?
Hey son, wanna' learn how ta' make witch balls?
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Re: Card Game Roleplay!

Celadon's Penultimate
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Their physical characteristics can be like normal people, or like people from the Avatar series (slightly anime-ish, but outlandish hair colors, while allowed, are about as frequent as in real-life, not in anime).

They wear the color of their respective kingdoms (red wears red, black wears black), but they are also allowed to accentuate with other colors, for individuality as long as:

1. Their suit color is the predominant color in their wardrobe. Red for Hearts and Diamonds, Black for Clubs and Spades.

2. The color that they accentuate with, is not a color from another suit. No black for Reds. No red for Blacks.

And, on reaching 16 years of age, they have identification cards that they should keep with them at all times. The card is basically a playing card, with their face and identifying information on the other side.

And numbers are determined by what district you live in. If you live in District 2, your card will be a 2 of whatever suit, with your face and identifying information. I was gonna have last names reflect numbers (ie Nigel Uno), but I decided against it. As social merit or punishment dictates, you can be upgraded or downgraded in number. And when it happens, it happens to just you and any dependents under you. Otherwise, Mama Jane Doe can be a good upstanding 9, while her son John Doe the underachiever can easily be a lazy, slouchy, good-for-nothing 3.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Gentleman Vaultboy
So numbers are a caste system.
Hey son, wanna' learn how ta' make witch balls?
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Re: Card Game Roleplay!

Gentleman Vaultboy
Hey, how about powers and techniques all being based around different types of games? Like you can have a guy who's fights are based around Jacks, or Billiards, or Dominoes?
Hey son, wanna' learn how ta' make witch balls?
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Re: Card Game Roleplay!

Celadon's Penultimate
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In reply to this post by Gentleman Vaultboy
Yes, though, ironically, District 1 and District 2 are most affluent are just above District 10, and just below a Jack (a servant of the Court). Aces and Deuces are held in very high esteem. So, technically, the lower end of the cast starts with District 3.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Celadon's Penultimate
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In reply to this post by Gentleman Vaultboy
 I'll think about it.

If other games are allowed into the RP (which is still quite possible), then that will be a definite accessory of that.

Perhaps I'll just have some distant lands or small islands or something, where different society have non-card games as their overarching cultural theme. In fact, that sounds like a very viable thing. I'll keep it in mind.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Gentleman Vaultboy
I don't mean that, I mean peoples fighting techniques are based on other real life games. Honorable duels are fought like card games but regular fights have individual cards use different techniques based on other games. Game could even be the name they use for it: "What's your game?" basically translating to "What sort of ability do you have?"

For example, a guys who's Game is Checkers would fight with black and red colored discs. Or someone who's Game is Billiards goes into battle with a long stick and some multicolored balls.

I figured Game would be an important concept in a society based around playing cards.
Hey son, wanna' learn how ta' make witch balls?
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Re: Card Game Roleplay!

Marvelous Miscreant
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I wonder how that would mesh with any powers they may have?
Praise the Sun
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Re: Card Game Roleplay!

Celadon's Penultimate
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In reply to this post by Gentleman Vaultboy
Hm, yes, that is possible.

Though, I'm leaning toward the cultural determination of that.

Rather than games influencing society, in this universe, the society became the way it is FIRST, and they developed games reflecting the societal norm, as a way to glorify it. So, I would think, doing it that way, a Domino, for example, could have a power based on dominoes, but would be immune to the rules of a Cardman duel (as he has a number, but no suit). And while a Checkerman has a color (red and/or black) they don't have numbers.

It takes at least two of the appropriate Game, to participate in said game.

Thank goodness for the races involving themselves in other lands, right? Otherwise, you might never see a billiards game outside of where the Billiardmen (Poolmen?) live.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Celadon's Penultimate
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In reply to this post by Marvelous Miscreant
 I hope I've answered with the post I made previous to this one.

I think people's Games should be compatible for a certain type of duel/battle to take place. Otherwise, it's just regular battle, with no regard to one game over another. Checkermen rely on their Game, Cardmen rely on theirs, etc.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Gentleman Vaultboy
In reply to this post by Marvelous Miscreant
I saw it as a Game being their power. For example, the Checkers guy being able to move the discs as he see's fit. Jumping one piece with it's opposite color causes the disc to go up in a powerful explosion, but also removes that disc from play. Combining two discs of the same color get you a more powerful "King" disc, but again takes away the number discs you could use. Add to this that your opponent can destroy them and a fight for a Checkers user becomes about managing their arsenal and using it to their best advantage.

That sort of thing. Each Game has restriction like that, and you have to work within them. At the same time, you also have to work against the opponents Game.
Hey son, wanna' learn how ta' make witch balls?
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Re: Card Game Roleplay!

Celadon's Penultimate
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 It does sound interesting.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Gentleman Vaultboy
In reply to this post by Celadon's Penultimate
I would love to see how a Billarman fights against a Cardman. How do they have it out?
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Re: Card Game Roleplay!

Celadon's Penultimate
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 My thought, one just calls out the other, or they mutually decide to fight.

And technically, as they don't have the same customs, they don't actually have to call one another out. If one wants to fight, he can just attack, and it's really not considered fighting dirty.

It would be fun to see how it happens, though. I imagine each race would have both advantages and disadvantages against other races, but the possibilities for abilities still make for unpredictable fight outcomes. It could definitely be fun.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Card Game Roleplay!

Gentleman Vaultboy
This post was updated on .
Why do card people have powers, anyway?

Also I have an idea for an actual character and power, and I'm going to run if by you now:

Sechs Rot
Gender: Male
Age: 32
Suit: Diamond
Number: 6

Appearance: Caucasian, red hair cut neatly to just below the ears. Tall and handsome.

Profile: A personal Valet to one of the high lords of house Liguros, possibly even a member of the royal family. A dedicated servant and, if need be, bodyguard, Sechs would lay down his life for the safety and glory of his master. A dutiful professional in most manners, he possesses a hot temper under this cold veneer that betrays his lowborn roots.

Despite these roots, or perhaps because of them, he looks down on the lower classes and tries to be as much the perfect gentleman as possible. He is polite, well dressed, quick to jump to his own or his masters defense in matters of honor, and is physically incapable of striking a woman. Any anger he feels is vented through infuriating passive aggression.

Skills: An ample fighter, Sechs wields two bejeweled Meteor Hammers that he keeps hidden in his sleeves. They are connected to long silk cords bundled up in a contraption worn under his clothing on each arm. This allows Sechs to fight at short, medium, or long range.

In addition he is an excellent driver, can manage money, do laundry, and give an incredible shave with his ruby handled razor. He is quite well versed in the gossip of the noble houses, although this is not something he will willingly admit to.

Abilities:

Blood Sense: Sechs has the ability to sense the presence of others based on the motion and heat of their blood.

Diamonds are Forever: When Sechs touches something and invokes Diamonds are Forever, the object becomes unmovable and unchangeable for as long as Sechs continues to touch it.

------

"I'm sorry, I must have misheard you." Sechs said as the ballroom floor became dead silent. The other servants and frequent guests of the master knew what was coming, but the poor Deuce who had said the offending word only looked about in confusion. Even those who were not familiar with this particular quirk of the masters personal servant caught the mood from those that understood exactly what taboo had just be breached and slinked away from the poor man.

"Because, and pardon me if I am mistaken, I believe that you have just referred to me as a butler." Sechs Rot said through a mask of politeness, advancing on the man like a sort of predatory bird. The Deuce was no small man, large in arm and frame, and yet the Six seemed to loom over him. "But, as I said, I surely must have misheard you."

The deuce was slightly cowed by the intensity of the other mans stare, but soon regained his footing. 'Now see here, six." He said, shoving a large sausage like finger into Sechs's chest. "I don't know who you think you are, talking to me in that manner, but if I were you I would damn well get back to managing the kitchen before I show you what we do with upstart peasants!" Sechs could smell the alcohol on his breath the way the man was now bearing down on him. He turned, red in the face, to the master. "And you! What man are you to let your servants behave this way!"

"You will not insult the masters integrity in my presence." Sechs said quickly. "I will bear one more insult from you out of respect for hospitality, but if you persist I will be forced to defend my honor."

"Your honor?" The deuce asked, then spit on Sechs's white uniform. "That," he said, pointing to the stain, "Has more honor than the likes of scum like you. Now get back to your rathole and maybe you'll still live to pick over the leftovers."

That had been two. Still, he glanced over at his master. The master made a show of deciding while all eyes were on the duo, then inclined his head very slightly. Sechs put his eyes back on the Deuce and spoke only one word; "Blackjack."

The word sent a ripple through the gathered nobles, some questioning what right the Six had to issue such a challenge in polite society, others questioning the choice of duel, but those who had seen this before only followed the men out into the garden for what promised to be a great show.

Out in the garden, surrounded by the party guests, the Deuce and Sechs faced one another. While the Deuce removed his shirt, Sechs began to speak. "As the challenger, it is my duty to explain the rules of this duel. We will take turns striking one another in any way we see fit. Whenever one of us issues even the smallest cry of pain, our number is taken and added to a tally. The one who's tally reaches 21 first busts, and is declared the loser of the duel. Do you understand the rules as I have presented them to you."

"Yes, you little fool!" The Deuce called across. The Six had chosen a poor game. With not only his great size, but his number, he was sure to win. After all, the six had to make his cry out eleven times to win. He only had to make the six cry out four times.

"Then as challenged, you get the first strike." Said Sechs, slipping his hands into the pockets of his jacket. The Deuce rushed forward silently, raised his arm, an drove it forward into his chest.

There was a anguished cry of pain. The Deuce stumbled back clutching his wrist, fingers bloody and mangled, his hand clearly broken. Someone in the crowd fainted as a servant marked down two tallies with a charcoal pencil onto the scorecard. Sechs couldn't help smiling a bit. "Do you fold?" he asked.

It was either bravado from the drink or sheer unwillingness to be beaten by a Six, but The Deuce shook his head no. "As you wish." said Sechs, allowing something to tumble from his sleeve. A small metal ball attached to a length of red silk. Sechs took the silk and began spinning it, rotating the ball at the end through the air. With out a word he let fly, lashing out with it and striking the Deuce cleanly on his opposite elbow. There was a crack, the sound of something breaking, as the silk cord retracted back up Sechs's sleeve, the ball coming to rest cozily in his hand. The Deuce, to the amazement of the guests, had not cried out. "Very admirable, sir." said Sechs. "Not many can handle the sort of pa-"

The Deuce screamed and lifted his leg, the length of it turning a sharp steel gray as he roundhoused Sechs right in the head. The six was sent flying across the yard, tumbling over onto his back. There was a murmur in the crowd, but Sechs got unsteadily back to his feet, forehead split open wide and gushing blood. covering his eyes. Still, he was smiling, and the only sound that he made was a soft laugh. "Yes, my turn...."

Blackjack was not a game for weak stomachs. Because it is based on the duelists willpower and pain tolerance, a round of Blackjack can last for hours and result in truly horrific injuries. You don't challenge someone to Blackjack unless you are calling them out as a coward, or you wish to inflict as much pain as possible.

After the duel, as the Deuce was carried away on stretchers, the Master approached the battered Six as he lay heaving on the ground. He was conscious, but barely. When the Deuce had figured out the trick he had gone exclusively for Sechs head. His master spoke to him, quietly. "You humiliated a guest. Explain yourself."

"Sir...." Sechs eked out quietly, his voice barely even a whisper. "I will confess my deception: that man never referred to me as a butler. I did hear him, however, make lewd remarks about her ladyship. As it could result in unsavory rumors were I to defend the honor of your wife, I did not revel his true crime. I take full responsibility..."

He passed out, finally. It was only then that the master allowed the house doctor forward to treat his favored Valet.
Hey son, wanna' learn how ta' make witch balls?
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