Wow, I leave for 12 hours for classes, and I come back to this fanfare. AWESOME!
(cough, cough)
Anyway, to run down the list:
- As far as the faction cards go, I see each of the 5 main factions having 2-3 particular themes relating to each of them, while the Populace faction has a number of good, generic synergy cards. Maybe later down the line I'll add additional themes, but I am not looking to overwhelm this system. That is a problem I have with MtG; so many keywords that sometimes I don't know what they do.
As far as interaction with one another, again I tend to think of these factions as being more like class cards from Hearthstone than the mana colors from MtG. Officially, you can't run a deck with more than 2 types of factions (Populace + your chosen faction), but I won't blame players from wanting to mess around with the match-ups in unofficial games. Restricting cards in this way makes for an easier time balancing things out, as I don't have to consider a card from the Visitors faction being an unstoppable combo when combined with a card from the Divine faction, because "officially" that wouldn't be possible.
- Not too many keywords, again the main reason I get bogged down with MtG for that very reason. Especially since I plan on this being a physical card game, at least in the beginning. This means I won't have the saving grace that Hearthstone has where all you have to do is mouse over a card and the effect will be explained to you.
- I don't plan on a complete translation of MtG to this game. I grew up on Yugioh, and have played several different card games since, and I have noticed that there are certain kinds of cards that are common across card games. These cards include persisting card effects, reactionary cards, and weapon/equip cards. Those are the primary card types I am working with at the moment.
- For the lore + gameplay side of things, I see it more as certain cards, from a card art perspective, sort of connect with one another.
For example: There is a generic card I have typed up called "Ambitious Reporter". Her effect allows you to draw 1 card when she is played. She also has a bit of lore text that reads "Don't worry boss, I'll get the scoop on this Syndicate group."
The Syndicate faction has a Trap-type Action card called Hypnoscreen Cage, which will include the Ambitious Reporter in its card art. The card will also have some lore text that reads "Soon you'll be a nice, obedient little helper."
Finally, the Syndicate will also have a Creature card called Media Informant that will show a more formally-dressed Ambitious Reporter with the lore text being "Sorry boss, couldn't find anything about these Syndicate guys."
These cards don't have any mechanical connections between eachother, but a story is still being told through the lore text and the card art.
- With regard to the artwork situation, I do plan on paying artists for commissions, but if an artist likes this idea and the possibility of one of their original characters being included in a card game and is looking to work with me I have no problems with that.
- The game will be somewhat variable in pacing. The reason I am favoring a Hearthstone-style energy generation is so a player doesn't necessarily get left behind as a result of a bum hand, like what can happen in MtG or Yugioh. It is still possible to play a fast, aggressive style, it just won't be such a one-sided massacre.
- I do plan on making it so First Edition cards can continue to see usage in later editions. That is something that I find slightly annoying with Hearthstone and Yugioh. With Hearthstone, cards are dropped from Official usage with the start of a new season, while Yugioh has a Ban List that players are expected to keep up with and adjust their decks accordingly, which can be frustrating.
- As far as physical vs. digital, I plan on starting this in the physical space of things, then maybe including an online version for sites that are willing to support it.
As for packs and rarity, I don't plan on using those. You want a particular card for your deck, you message me, I'll add it to the list for the next print out, then you'll pay whatever it is you feel is an appropriate cost for the card. I don't want it to be a case where certain cards are hard to find, and those players who do have those cards are reselling them for 2 or 3 times the original cost.
Zermelane: As to your comment, the entire game won't revolve around switching control of a player's creature. The attack of creatures is called Ego, while their health is called Will. So when you destroy an opponent's creature with one of your own creatures, you are reducing the target creature's Will through the strength of your creature's Ego. I think that can help capture the overall theme of the game.
foffyoul5: I do plan on each faction representing a different area of hypno-erotica, but these areas will be broad for the purpose of appealing to the major groups. The Coven for magic, the Divine for conversion and temptation, etc etc. Depending on which artists I decide to approach, we may see some characters from Hypnohub making guest appearances.
Jade: As for alternate gamemodes, I do think the idea of 4v1 boss battles or games with special rulings is entirely possible. The reason though that I have gone with a battle-centric style of card game is because that is what the majority of card games I play revolve around.
...my fingers hurt...