Flashcards
Flashcards is story focused roleplaying game with a diceless narrative engine based on a group created setting and a unified story purpose. Players assign 10 levels of priorites to story categories to create the setting. Then they decide on 10 prioritized adjectives to describe their character. As the story develops, players explore the setting and the culminating effect of the decisions they make on the setting and their characters.
Story Design
Each player fills out ten flashcards, numbered 1 to 10, to describe the setting. The description on each of the 10 cards can have as many words as priority points. It is up to the players to describe each category with the words they have purchased.
The categories are [[Technology]], [[Geography]], [[Physiology]], [[Faith]], [[Population]], [[Politics]], [[Magick]], [[Affiliation]], [[Conflict]], and [[Veto]].
The Story Guide (SG) collects flashcards for one category at a time in suggested order. Reads from highest priority card down. Conflicting priorities resolved based on accumulated points. Final consensus may require Veto.
Once the storycards are collected, each category should range from 15 to 42 words describing the setting. That's an average of 285 words per setting for a 5 player (including SG) group.
===[[Character Design]]===
Number 10 flashcards from 1 to 10. On each card, write an adjective. The number on the card represents the potency of that trait.
Shuffle your cards. Then, each player reads his/her traits to the group. Consensus as to the details of each adjective's applicability should be reached. Redundancy and overlap are acceptable, but can be limiting.
===[[Resolving Conflict]]===
In a given confilct, players involved hold up one or more flashcards. When SG throws, players reveal their flashcards, describing their actions. Player with highest Trait speaks first, but may not necessarily act first. Once points of conflict are assessed, all traits played are added to determine each character's effectiveness, subject to Momentary Modifiers. The highest score wins, although SG may allow players to throw more flashcards with more Momentary Modifiers. The exact game result of victory or failure is determined by the SG.
===[[Character Development]]===
====[[Adjective]]====
At the end of each scene, each [[Adjective]] used in that scene advances one step up the ladder, replacing the [[Adjective]] ahead of it, unless that [[Adjective]] was also used in the scene.
====[[Noun]]====
At the end of each game, a player may put in a bid to convert his/her top two [[Adjective]]s into a [[Noun]]. This [[Noun]] encompasses both those [[Adjective]]s, in addition to conveying a larger concept or archetype to further describe the character. A [[Noun]], if awarded, counts as a 10-point trait in any situation where it is applicable. As with [[Adjective]]s, consensus as to the details of each [[Noun]]'s applicability should be reached. The SG and other Players then vote as to whether to award the player his/her [[Noun]]. If the vote is unanimous, the [[noun]] is awarded, and the Player makes a flashcard for it, and two new flashcards for new adjectives, which start at the bottom of his/her list. If the noun is not awarded, the character's 8-point trait advances to 10, replacing the top two traits.
In theory, a given player can earn a [[Noun]] every session, but because the vote must be unanimous, jealousy should be sufficient to keep advancement somewhat balanced across a given group of players.
====[[Proper Noun]]====
If a character already has a [[Noun]], the next [[Noun]] they earn will be rated one below that [[Noun]]. [[Noun]]s do not advance the way that [[Adjective]]s do. A [[Noun]] is what you are and does not move up or down the ladder. If a character has two or more [[Noun]]s, the group may decide to award that character a [[Proper Noun]] upon accomplishing a heroic or impressive deed. This [[Proper Noun]] represents the character's mastery over a given domain.
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