Author Topic: New Card Play Dynamics...  (Read 6844 times)

Offline uthminister [BR]

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New Card Play Dynamics...
« on: October 31, 2008, 09:09:28 AM »
+1
I have been playing another CCG lately and have notices some really cool game dynamics that would translate well into Redemption.

For instance, if characters had (DISCIPLESHIP 1) as an ability that would mean that they produce a single 1/1 disciple in the color of the character at the beginning of each turn. For (DISCIPLESHIP 2)  it would produce two 1/1 disciple tokens per turn and so on. There could be a special site like Synagogue that would allow all disciples produced by the same Character to band together. The cool thing is that it could be for both evil and good characters.

When I have a few more minutes I will put a few more of my ideas here for your consideration...

Offline Gabe

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Re: New Card Play Dynamics...
« Reply #1 on: October 31, 2008, 09:29:12 AM »
0
I really like the idea except I think they should be bigger than 1/1.  Maybe 4/4 or 6/6 like all those generic characters in the blue packs.
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Offline Isildur

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Re: New Card Play Dynamics...
« Reply #2 on: October 31, 2008, 09:56:11 AM »
+1
does that game happen to be magic by any chance   ;)
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Offline Sean

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Re: New Card Play Dynamics...
« Reply #3 on: October 31, 2008, 10:12:28 AM »
0
Rather than having the 1 or 2 level of Discipleship equal the number of disciples created I think it would translate better to Redemption if theDiscipleship number translated to the strength and toughness of just one Disciple being created.

Sean
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Offline TheKarazyvicePresidentRR

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Re: New Card Play Dynamics...
« Reply #4 on: October 31, 2008, 11:52:15 AM »
0
Agreed, I'd also like to them have to enter battle to activate it and it only works once each time they go into battle because windows+ that = ow.
Not quite a ghost...but not quite not.

Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #5 on: October 31, 2008, 12:42:12 PM »
0
Yeah, it's MTG, and I like your ideas so far regarding this kind of ability. I really think it could work with the ability activating every upkeep phase and with it creating 1/1 characters so as to not make the ability overpowered. I mean, if you have a Discipleship 2 character out for three turns, that would make 6, 1/1 creatures and then you play something like the old Banner of Truth and a card like a Synagogue card I talked about in my first post then you have 6, 3/3 characters that band giving you an 18/18 rescue attempt in three turns. I really do like the bigger creatures being created but I was afraid someone would cry overpowered...

Another dynamic I was thinking about was an ability that would allow a character to put on or take off a counter on a lost soul. That would mean the only way a lost soul could be rescued is if it had no counters on it. It kinda works with the idea that people have good and bad experiences in their lives that make them more or less likely to accept the gospel...maybe calling the ability Doubt (not to be confused with the dominant) and instead of bringing a Character into battle, you could remove it from the game to put a Doubt counter or take away a Doubt counter.

Offline TheKarazyvicePresidentRR

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Re: New Card Play Dynamics...
« Reply #6 on: October 31, 2008, 12:51:11 PM »
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1/1 characters + pass prep= CBN 1/1. Not to meantion training in righteousness.

Im not to keen on the doubt counters, we already have s.a. to limit rescues and other cards like possessed
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thestrongangel

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Re: New Card Play Dynamics...
« Reply #7 on: October 31, 2008, 06:32:27 PM »
0
i likey the idear

Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #8 on: October 31, 2008, 10:35:46 PM »
+1
Yeah, I know we already have stuff to limit rescues...it seems to me that the more we can pump up both defense and offense all the while varying the ways they will interact, the better the game or Redemption will be in the end.

Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #9 on: August 30, 2010, 12:38:44 PM »
0
necro-bump

Offline 3-Liner And Bags Of Chips

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Re: New Card Play Dynamics...
« Reply #10 on: August 30, 2010, 12:43:57 PM »
0
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Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #11 on: August 30, 2010, 12:47:15 PM »
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I was just deleting old posts that I had started and found this one that I still think is a pretty sweet idea...so I thought I would bring it back to life...it's ALIVE!!!

Offline Daniel TS RED

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Re: New Card Play Dynamics...
« Reply #12 on: August 30, 2010, 12:51:02 PM »
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I like any changes to the game that make the game have a lot of different ways to win.  I know you still gotta get 5 LS's, but I like this idea.  I also like the way that ECs/Heros can deal direct damage to each other that sticks.  That way you could use arts that lower the hit points /2 or /3 and they die.  Yes, I understand there are some cards that do this, but sickness/plauge type stuff takes way too long in t1 to be effective.  You need new characters that their SA is to deal damage for it to work successfully imo.

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Offline JSB23

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Re: New Card Play Dynamics...
« Reply #13 on: August 30, 2010, 01:08:06 PM »
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I approve this necro-thread
An unanswered question is infinitely better than an unquestioned answer.

Offline TheJaylor

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Re: New Card Play Dynamics...
« Reply #14 on: August 30, 2010, 01:13:32 PM »
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I approve this necro-thread
me too.

Offline The Warrior

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Re: New Card Play Dynamics...
« Reply #15 on: August 30, 2010, 06:01:15 PM »
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I approve this necro-thread
me too.
me too

Also someone could post a link to the Possession Dynamic
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Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #16 on: August 30, 2010, 06:19:48 PM »
0
What in the world is the possession dynamic...looking...ah ha...I couldn't find it!

Offline joeycauldron

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Re: New Card Play Dynamics...
« Reply #17 on: August 30, 2010, 09:45:02 PM »
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I think each time you make a disciple, decrease it 1/1. That disciple can make another disciple but decreased 1/1 from that. Continue doing so until it reaches */1. Then you can't make any more disciples. :)
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Offline disciple_drew

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Re: New Card Play Dynamics...
« Reply #18 on: August 30, 2010, 10:52:00 PM »
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The Bible forbids witchcraft & sorcery
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Offline TheJaylor

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Re: New Card Play Dynamics...
« Reply #19 on: August 30, 2010, 10:55:49 PM »
+2
The Bible forbids witchcraft & sorcery
This is very true.

Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #20 on: August 31, 2010, 09:59:31 AM »
0

Offline TheJaylor

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Re: New Card Play Dynamics...
« Reply #21 on: August 31, 2010, 10:02:41 AM »
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The Bible forbids witchcraft & sorcery
This is very true.

Uhhh...OK
well it does...i don't see why that makes a difference now... but it does forbid that.

Offline uthminister [BR]

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Re: New Card Play Dynamics...
« Reply #22 on: August 31, 2010, 10:06:38 AM »
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The Bible forbids witchcraft & sorcery
This is very true.

Uhhh...OK
well it does...i don't see why that makes a difference now... but it does forbid that.

Just not sure why that was said at that point in the conversation unless DD is pointing out my sinfulness in playing a certain game at one point...I mean we don't play a game that has magicians or demons in it so...phew...we're safe.  ::)

Offline disciple_drew

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Re: New Card Play Dynamics...
« Reply #23 on: February 01, 2011, 11:58:02 AM »
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Although we do play a game that has a similar nature, it displays and represents the different types of sin and divination that God forbid in the Bible. It's not the ink & paper that makes those other card games evil, the nature behind it that influence the unregenerate minds of the ignorant or unsaved. If those people had cleansed their minds through the washing of God’s Word – they would understand that God didn’t approve of it and doesn’t mean we should conform to the likeness of this fallen world.

Although with Redemption, the intentions are right because it Glorifies God and gives people a chance to witness, preach, and evangelize to others. There wouldn’t be anything wrong with incorporating similar mechanics of these other games into Redemption because what Redemption is doing along with its players – Glorify God and perhaps lead to the Salvation of the lost.

In the past I wrote a huge list of recommended mechanics (very similar to MTG because I use to play it when I was unsaved). I actually contacted Rob Anderson personally and I never got a response. I would imagine plenty of former MTG players would appreciate and enjoy the resemblance of these mechanics transferred to fit Redemption’s nature and game concepts. I’d only share it if it was considered amongst the Cactus staff into Redemption mechanics. My deepest desire would for it to be incorporated into the game because I believe it would add flavor and strategy to the game and perhaps lead to the Salvation of the lost.
« Last Edit: February 01, 2011, 12:00:19 PM by disciple_drew »
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Offline SomeKittens

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Re: New Card Play Dynamics...
« Reply #24 on: February 01, 2011, 12:48:08 PM »
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Yay for necroing something I've got opinions about!

New gameplay dynamics would be a great thing, especially for something proven by MTG.  (Regardless of your spiritual opinions on the game, they are doing a great job businesswise.)

This addition of counters, of course, would only lead to counters to said counters.  "Discard all tokens in play", etc.

/With all the counters, it's a wonder we don't have a kitchen sink

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