TG, I want to run a Yu-Gi-Oh based tabletop system.
Give me potential systems, ideas, plot points, anything you got.
>>49892278
GURPS
>>49892278
Basically just roleplaying and then playing the actual game?
The Duel Academy from GX is a pretty good setting for this kind of thing IMO.
>>49892278
Something I've always wanted to do is use a super hero system and have CARDS BE REAL NOW adventure.
>>49892278
just make a system that gives your party skills to use in matches, stuff like reorganising the top 3 cards in their decks. Then use printed cards to make the villain decks. focus on group matches where possible.
Fate and is good for representing general kinds of skills; not too hard to simulate types of strategies in someones deck.
I've toyed with using Pokerole [the non PTA/PTU pokemon game] as a starting point for doing something set in the Millennium World arc.
>>49895938
My group did something like this. We made our skills things like:
Attack Monsters
Defence Monsters
Spell Cards
Trap Cards
Fusions
We just made up our cards on the spot and left the actual stats vauge. Each player had a deck theme and their stunts represented combos or signature cards. So a character 'attacking' another character went like.
"I summon my Facefucker Aline in attack mode! Go, attack Anon's life point's directly!" [The player would roll Attack Creature].
Then the defender would explain some way in game how they defended against the attack, saying monsters special summon form their hands, or a spell card, or a track, or a monster effect etc. Whatever they explained they'd use the roll of.
"Not so fast you xenos loving scum. You've activated my trap card, Steel Cage of Blue Balls!" [Then that player would roll Trap and work it out like a nomral contest roll.]
I am dying to create an RPG with card based combat
Its very difficult because the cardgame must bend to dramatic purposes
If OP and his group are interested I could sketch some rules and roll from there, the lack of interest is what stops me.
I also have ideas for a campaign like the battle city arc.
>>49893328
>CARDS BE REAL NOW
Are we talking like KH: Chain of Memories or...?
>>49892278
Go with something super simple and rules-light, without much focus on actual cards.
Have the stats be things like 'Strong Play', 'Luck', and 'Tricks' and have players make up cards/rulings on the spot. Maybe something like a pointbuy between the stats, and have each be good against another (just playing good and you can power through the other guy's dirty tricks/outright cheating, while said cheating can overcome lucksack draws, while luck can just so happen to have THE PERFECT SITUATIONAL COUNTER to stop normal good plays) A bonus to rolls when using it vs the thing it's good against or something, such that it's not a guaranteed autowin but a good thing to use anyways.
And of course, everyone has to ANNOUNCE EVERYTHING LIKE THEY ARE SPEAKING IN CAPSLOCK.
>>49896486
I'm guessing you mean actually using the text on the cards rather than some kind of advanced Dread that used building a house of cards rather than Jenga.
...but I do like the house of cards idea.
>>49898880
yeah, the RPG will come with a card game and the player are expected reskin the cards to go eith their characters theme
>>49898366
The cards would have real effects when used outside of duels.
You should play out the storylines instead of playing out the cards.
I want a Duel Terminal RPG.
>>49896466
Who is the artist of this image, kind anon?
This came up some time ago, saved it for threads like this.