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About Design & Interfaces / Hobbyist Member Master of Blitz (maybe)Male/United States Group :iconmylittleponyccg: MyLittlePonyCCG
 
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Yup.

Game Type: No Modification Card Game (All decks are the same), Living Release format.
Objective: Your opponent (or opponents) run out of Power.
Inspiration: The Record of the Four Kingdoms, especially the Liar Game version. With cards.
Gameplay Speed: Medium Fast
Gameplay: You have three lanes, each with a slot for Attack and for Guard. Each card in the deck belongs to either Attack or Guard actions, and you can only play three cards total in a round. Actions have a Power cost (and some require more than others). If you Attack an UnGuarded lane, your opponent loses Power. If you Guard an Attack, the Attacker loses Power (Risk?), with exception to the Foxy, Mangle, and Golden Freddy Attacks. The less of a card in the deck, the more powerful it is (The Golden Freddy Attack, the The Thing Attack, and The Marionette Attack are all limited to one each).

If four players, each player has one lane heading to another player, and talking amongst yourselves is ENCOURAGED.

Playability: Tabletop Simulator should be able to handle it now that it has liftable sight zones.

This might be able to be hammered out relatively quickly.

Fear of Fear DCG!

Mechanics:

  • Optional Asymmetrical Play: Players can either play as the Sync (Protagonist) or the Fearless (Antagonist). While each side plays uniquely, there are no limitations to who they can oppose, as the overall win conditions remain the same.
  • Protagonist Relationships: The Sync's team of three powers up when they have a good relationship with each other (love, battle, etc.). The Higher the better, and Perfect Sync can sometimes give bonuses! Watch out, though, as the Fearless's main goal is to tear your team apart!
  • Antagonist Evolution: The Fearless fight one at a time, but the defeated add to the power of their superiors. Being pushed into a corner activates the Final Boss Setting, which gives a powerful effect! But if you have to activate FBS, you're dangerously close to losing...
  • "Pace of Game" Costs: Cards are only limited to the faction and the *when* of the game: The game only lasts 24 turns before the end of the world, and desperate times call for desperate measures. Some cards can take a bite out of your Possibilities (deck) or your Future (Time Remaining), though... and drawing cards will be an insanely powerful effect here.

Origin:

Basically, the Bliss Stage RPCG. Turns out the RPCG might be a bit too much of a bitter pill for the average gamer to swallow. So I took what did work (the relationship mechanics especially) and put it into a more traditional model. The emphasis on player choice is still there.

As far as the story goes, it's turning into quite the world-building exercise. Basically, one day a "Pulse" came from the Earth, and certain people, under the right conditions, faced a "Moment of Truth": a test against your greatest fear. The Fearless, the game's antagonists, are composed of people that have failed this test and have formed a pseudo-hivemind where each member has gained an aspect of their fear (their Threat). The Sync, either knowingly or not, passed this test and have the power to actually harm the Fearless's Threats.

The key to all of this is, of course, interpersonal relationships in the story.

Challenges:

  • That 24-turn limit is a purposeful design challenge. Games longer than that in MLPDCG and the Bliss Stage tests faired very, very poorly. Might be a bit heavy-handed, though. Incidentally a design challenge was how MLPDCG started out.
  • The factions have very different gameflow, and there's technically three games to balance around: SvF (the main), and the two mirror matches.
  • The name. Turns out Phobophobia is already trademarked. This one likely won't work either.
  • If there's a digital version (which is the most likely in today's world), there needs to be an impressive design hook. I'm think a dialogue forest that changes per teamcomp.
  • The first few dozen or hundred releases will likely be artless. All-original IP and I pretty much can't afford artists or take art on good faith without some awesome plan that doesn't exist yet.
  • THIS GAME IS AIMING FOR COMMERCIALIZATION AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
  • Listening to: Transistor Soundtrack
  • Reading: A Security+ Workbook
  • Watching: No Game No Life
  • Playing: Transistor
Hi there!

Let's see... what's happened?

Well, first and foremost I just got a job, but not with cards. Oh, and I had to assist with some family issues, too...

Anyway, seems that a good amount of the card stuff is put on hold. I don't even have the real time to mess with the website.

Also, here's some design-stuff from the previous projects and where they are now

  • Unofficial MLPDCG: Pretty much shuttered indefinitely, if you're just reading the page for some reason. The official game (of which I had zero involvement, sorry) is out. While I have some criticisms (namely that it's a very slightly tweaked Star Trek CCG 2nd Edition), it really doesn't matter so long as people play it. Then again, the Hasbro execs are slowly killing the show and the writers can only do so much to keep it afloat themselves.
  • League of Legends DCG: While I did manage to fix the "burst beats all" situation, the game is still quite complex and not very user friendly... sorta like an actual MOBA. The "knowledge" requirement in particular is still far too high for it to work as a card game, and while I would like to revisit the concept in the future it would be an enormous undertaking.
  • Alternis: Well, I do still want to try and get this out there, but there's the snowballing concerns and having matches being somewhat decided before games begin (and that's even after taking out Location Effects). This will be slow going, and updates will be few and far between, but I will eventually get this done. Just... Soon.
Also, Transistor is fantastic and I really want to make a One Shot CCG for it...
  • Listening to: Transistor Soundtrack
  • Reading: A Security+ Workbook
  • Watching: No Game No Life
  • Playing: Transistor
Yup.

Game Type: No Modification Card Game (All decks are the same), Living Release format.
Objective: Your opponent (or opponents) run out of Power.
Inspiration: The Record of the Four Kingdoms, especially the Liar Game version. With cards.
Gameplay Speed: Medium Fast
Gameplay: You have three lanes, each with a slot for Attack and for Guard. Each card in the deck belongs to either Attack or Guard actions, and you can only play three cards total in a round. Actions have a Power cost (and some require more than others). If you Attack an UnGuarded lane, your opponent loses Power. If you Guard an Attack, the Attacker loses Power (Risk?), with exception to the Foxy, Mangle, and Golden Freddy Attacks. The less of a card in the deck, the more powerful it is (The Golden Freddy Attack, the The Thing Attack, and The Marionette Attack are all limited to one each).

If four players, each player has one lane heading to another player, and talking amongst yourselves is ENCOURAGED.

Playability: Tabletop Simulator should be able to handle it now that it has liftable sight zones.

This might be able to be hammered out relatively quickly.

Fear of Fear DCG!

Mechanics:

  • Optional Asymmetrical Play: Players can either play as the Sync (Protagonist) or the Fearless (Antagonist). While each side plays uniquely, there are no limitations to who they can oppose, as the overall win conditions remain the same.
  • Protagonist Relationships: The Sync's team of three powers up when they have a good relationship with each other (love, battle, etc.). The Higher the better, and Perfect Sync can sometimes give bonuses! Watch out, though, as the Fearless's main goal is to tear your team apart!
  • Antagonist Evolution: The Fearless fight one at a time, but the defeated add to the power of their superiors. Being pushed into a corner activates the Final Boss Setting, which gives a powerful effect! But if you have to activate FBS, you're dangerously close to losing...
  • "Pace of Game" Costs: Cards are only limited to the faction and the *when* of the game: The game only lasts 24 turns before the end of the world, and desperate times call for desperate measures. Some cards can take a bite out of your Possibilities (deck) or your Future (Time Remaining), though... and drawing cards will be an insanely powerful effect here.

Origin:

Basically, the Bliss Stage RPCG. Turns out the RPCG might be a bit too much of a bitter pill for the average gamer to swallow. So I took what did work (the relationship mechanics especially) and put it into a more traditional model. The emphasis on player choice is still there.

As far as the story goes, it's turning into quite the world-building exercise. Basically, one day a "Pulse" came from the Earth, and certain people, under the right conditions, faced a "Moment of Truth": a test against your greatest fear. The Fearless, the game's antagonists, are composed of people that have failed this test and have formed a pseudo-hivemind where each member has gained an aspect of their fear (their Threat). The Sync, either knowingly or not, passed this test and have the power to actually harm the Fearless's Threats.

The key to all of this is, of course, interpersonal relationships in the story.

Challenges:

  • That 24-turn limit is a purposeful design challenge. Games longer than that in MLPDCG and the Bliss Stage tests faired very, very poorly. Might be a bit heavy-handed, though. Incidentally a design challenge was how MLPDCG started out.
  • The factions have very different gameflow, and there's technically three games to balance around: SvF (the main), and the two mirror matches.
  • The name. Turns out Phobophobia is already trademarked. This one likely won't work either.
  • If there's a digital version (which is the most likely in today's world), there needs to be an impressive design hook. I'm think a dialogue forest that changes per teamcomp.
  • The first few dozen or hundred releases will likely be artless. All-original IP and I pretty much can't afford artists or take art on good faith without some awesome plan that doesn't exist yet.
  • THIS GAME IS AIMING FOR COMMERCIALIZATION AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
  • Listening to: Transistor Soundtrack
  • Reading: A Security+ Workbook
  • Watching: No Game No Life
  • Playing: Transistor

Journal History

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masterage's Profile Picture
masterage
Master of Blitz (maybe)
Artist | Hobbyist | Design & Interfaces
United States
Card Maker... ish. I wouldn't mind it as my job, but for that I've got to get my BFA.

I pretty much live under the clause of Fair Use. Educational? I'm certainly learning from mocking up the cards, so I can GET said job.
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:iconco-comic:
co-comic Featured By Owner Nov 3, 2014  Hobbyist Digital Artist
In 2-3 years, my webcomic might be able to have enough for a card game. You are still the one who has my eye in helping me out with that project. It will be silly and ambitious as you know how I can be. That is if you want to and if you remember our time in MLPCCG as friends. In fact, I can chat with you about the fuzzy details whenever you like; PM or what have you. I'm also weighing the possibility of a pay-to-read novelette series next to my comic.

Plenty of old online friends drift off but no way I'm going to let a sharp mind like yours slip off my radar. We'll speak again soon.
Reply
:iconmasterage:
masterage Featured By Owner Nov 6, 2014  Hobbyist Interface Designer
I don't think I hate anyone that's helped me with that project, really o.o

It's just been an insanely rough year. Most of my ccg projects didn't get past pre-planning (roughly only three survived but they all require a ton of work).

So yeah, send a PM so we can catch up.
Reply
:iconlapisrabbitcomics:
LapisRabbitComics Featured By Owner Feb 3, 2013  Professional Artist
My I have a link to the rules?
Reply
:iconmasterage:
masterage Featured By Owner Feb 3, 2013  Hobbyist Interface Designer
New rulebook is being made (had to wait for more updated cards, after all), but here's the Getting Started page on the site.

[link]
Reply
:iconlapisrabbitcomics:
LapisRabbitComics Featured By Owner Feb 3, 2013  Professional Artist
THanks :D I look forward to printing these out and playing :)
Reply
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