Hello. C J here. I’ve got the core rules of both card games done and as usual I’m now looking to amalgamate them to make my job simpler. I’m adding some card types to Quantum. Nothing in the core rules of Quantum is being changed at all here now or later. I have some ideas from Uprising that I’m going to make compatible with the main card game. This time experimenting with art generation software has been useful but I really don’t need two incompatible sets of similar but separate core rules to manage.
I’ve been relying on Uprising to dictate what furniture is in a room and what rooms are in a building but that isn’t working as well as I wanted. It just shifts the design challenge to be on more than one card. I’ve put some thought into this and I realized that I can solve this by making cards with building interiors on them that repeat the layout but that have new people in them every time. These are technically still region cards so they don’t need a new name or job. I’m calling them scene cards and they present an option of what Task to do in what room of a larger building like a store or townhouse.
The other two card types are both training cards. Advancement cards are how you level up and while I’ve always had them planned I now realize how essential they are. Move cards are cheap cards that contain a single action along with a narrative phrase describing it. They follow sets that play off each other and share a theme. This frees up art generation software to be used only when I want more art of a subject matter that I can already draw. I can still make cards of these with abbreviated stats if I want to, like the example here. This also opens the door for other artists to draw and write their own cards for the game line.
C J Mcpherson
I’ve been relying on Uprising to dictate what furniture is in a room and what rooms are in a building but that isn’t working as well as I wanted. It just shifts the design challenge to be on more than one card. I’ve put some thought into this and I realized that I can solve this by making cards with building interiors on them that repeat the layout but that have new people in them every time. These are technically still region cards so they don’t need a new name or job. I’m calling them scene cards and they present an option of what Task to do in what room of a larger building like a store or townhouse.
The other two card types are both training cards. Advancement cards are how you level up and while I’ve always had them planned I now realize how essential they are. Move cards are cheap cards that contain a single action along with a narrative phrase describing it. They follow sets that play off each other and share a theme. This frees up art generation software to be used only when I want more art of a subject matter that I can already draw. I can still make cards of these with abbreviated stats if I want to, like the example here. This also opens the door for other artists to draw and write their own cards for the game line.
C J Mcpherson

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