Say what you want about Lovecraft, but his fear of the sea is perfectly reasonable.
This arc was special to me too.
That and capsule monster chess made me sad their respective games didn't actually exist.
There's a video game. Monster capsule breed & battle. Capsule monsters did have a board game, and the GB Capsule monster coliseum, but it's not the same.
I also did like Dungeon dice.
Definitely. He's a major reason why TCGs became popular. He himself was inspired by MTG, and LOVED all sorts ofngames and especially RPGs.
It was fricking kino
F
The manga had a mini arc about a miniature TTRPG. Made me beg a Bugbear miniature of my cousin.
First mini I ever painted.
Itnwas nadass. The mamga had a simple version of it that people could use. I actually made my own version when it first came out here back in tje early 2000s. The first TTRPG I actually ever played.
Its effect even mimicked how it had a tsunami attack that only left a tiny island small enough to fit one monster on the field.
Playes this deck for a while on YGOPRO. It's really good too. Plenty of anti-meta. A bit inconsistent but good.
Something you never draw into when you need it
Ooofff. And your opponent always has it. ALWAYS. Can't even play my fricking Cardigans in peace.
Know Konami, they're gonna waste the fox engine on that one too. I hope they don't frick this one up, but I won't be surprised if they do.
More like incoming PR disaster.
YGO RPG? I'd like to see that honestly. Would be shit probably, but using the cards foe an RPG beyond just making encounters seems fun. I'd love it.
I use my Yugioh cards for monster encounters, I just take the stats of whatever the monster seems most similar to, it actually really helps avoid metagaming by preventing experienced players from recognizing a monster (when their character shouldn’t).
a simple overview.
D100 system. the lower number, the better.
if you get a 99, you get a SUPER FAILURE
if you roll a 00, you get a SUPER CRITICAL
the DM rolls, too and if he rolls low, he can summon more powerful monsters that can evolve aswell.
races: human,elf, crossbreed, halfling. fairy, dwarf, anthro
classes: warrior, mage, priest, paladin, ranger, animal tamer, bard, warlock, occultist, illusionist, bandit, merchant
you can take one weapon, one armor piece and one use-item.
stats are strength, agility, intelligence and courage.
(the first 3 stats look simple, but i don't know what courage does. maybe luck or team attacks?)
dodging and attacking has really low chances, like 1 in 3. pushing magic and item attacks into the meta.
its when you float at the surface of the ocean face down and look at shit through your snorkling goggles.
thats kind of why the death does seem a bit weird , I can understand dying scuba diving since that has legitimate risks but snorkling seems pretty benign and not much of a risk of drowning unless something external happen, like maybey he had a heart attack or a stroke.
>https://twitter.com/insidejp/status/1544946844727648256?s=21&t=9KIIuuDpFeu-D4pRN0ja1g
the question still gets me, did he go alone? and if he did then why? isnt the golden rule of snorkeling or scuba diving not going alone?
The Yahoo article mentions damage to his body that looks like it may have been a shark attack, the area is apparently know for tiger sharks.
https://news.yahoo.co.jp/articles/a972ee14c593a50b5d5ec6ad916eda2116e3c1cb
Takahashi was a pretty cool dude. Loved all traditional games but ended up having to write just about card games because he threw in an MTG homage and that's what made him take off. All fa/tg/uys should check out the original Yu-Gi-Oh manga, it's a fun read. RIP.
Too all you anons going >snorkling accident
Yeah the sea is actually dangerous and accidents happens all the time because of a simple lapse of judgement about something or something unexpected like a strong current that is hard to spot.
Man you people must be miserable.
A game creator dies and you mock it because you can't even sympathize with it's players? You go right to circlejerking?
I know we're Ganker and you're allowed to say what want but Jesus Christ you must be the most fun person to meet at locals.
Does anyone have difficulty telling the difference between Mexicans and asians, I went to Thailand once and it was pretty difficult for me for a lot of the people especially men and older ones.
Damn, he was dead for several days before they found him. I'm kind of surprised they identified him so fast. Maybe they at least knew he was missing and were looking for him.
If that shit was actually contractual, then it should? At least, for as long as it was meant for, and as long as whoever gets legal control of his intellectual property doesn't decide to cancel or renegotiate said contract.
If they will cremate his body, does urn with his ashes becomes a Pot of Greed, which allows the user to draw 2 more cards from their deck and add them to their hand?
Everything you need to know about the card should be on the card, so keywords like trample, flying, etc. can't ever happen, and It's why ygo cards read like novels.
>No normal monster can have more ATK than the Blue Eyes White Dragon >No normal monster can have more defense than the Millennium Shield >No monetary prices >Kaz art will not be used for videogames or localized ever >Despite the name, Exodia will not be on the forbidden list ever >Only outside accessory needed to play will be 1d6 >Everything you need to know about the card should be on the card >Cards made by Kaz cannot be reprinted without his consent >Cards do not come with expiration dates
and I think they can localize his art, they just can't censor it. I was also told one of his terms was "dark magician girl can never have her art censored" which is why there are versions of her card with Japan exclusive art
As stupid as it sounds, censorship comes bundled with the localization pack. That is why many localizers where prissy months ago when they were told to frick off and just translate things they localize.
Well with YGO it's the worst of both worlds. Not only is there pointless censorship, but TCG changes card names to their "funny" ideas. Frick localizers.
I also forgot to mention that there are the ones that we know of from people working inside Konami or slip ups during interviews.
There might be more but the document in question has never been made public.
>There might be more but the document in question has never been made public.
what is your source on this?
these are things that definitely appear to be done in yugioh by "tradition" but how do you know they are his own guidelines?
Nah bro, Yugioh rulebook is tiny compared to the MtG one for a reason, and it is the same reason that the cards have 3 point font half the time. You need to know surprisingly few basic rules, even factoring in the several special summoning mechanics, piercing, banishing and the damage step. There are almost no keywords in yugioh that you have to learn before you play against certain cards, but in return it is printed each time the effect shows up on cards (hell, piercing damage wasn't even a keyword until relatively recently).
For most players, the most confusing things about yugioh will continue to be "damage step" and everything around it, and inherent special summons. The rest is very simple.
We did establish some keywords, eventually. But that was mostly because, like with Magic, sometimes it was making the text on cards really dense.
The part where we fricked up is that instead of just shortening the text on cards and calling it good, we used it as an excuse to cram new text into the space that was freed up.
I know we did, I mention it in the post. Piercing damage, GY instead of Graveyard, banish instead of "remove from play/the game", my point is that Yugioh doesn't have keywords for things like nomi, etb, "x by a card effect" and the like. As someone who has played both games for long periods of time (Magic from Onslaught to Time Spiral and then Mirrodin Besieged to Dragons of Tarkir, Yugioh from SD Joey/Pegasus to Elemental Energy and then Generation Force to the current day), I would say that Magic is harder to get into eternal formats due to the keyword burden, but the cards look cleaner as a result, while Yugioh frankly needs to be keyword light as eternal formats are the order of the day but it leads the cards to look clunky to an outsider who doesn't realise that PSCT greatly reduces the need for judge calls if the players are competent.
2 years ago
Anonymous
Some of these cards do way too much stuff just for the sake of being good. That's the really lamentable thing about the text box squeeze.
2 years ago
Anonymous
>Some of these cards do way too much stuff just for the sake of being good. That's the really lamentable thing about the text box squeeze.
to be frank there should be a hard cap on how many distinct effects a single card can have, but honestly a lot of the issues the game has in it's current could only really be solved by a proper hard reboot(well that or making the Ban List a LOT larger than it currently is)
2 years ago
Anonymous
I see the "hard reboot" idea get thrown around sometimes, but what would it even look like? Starting over creates an opportunity, but what exactly should be done with it?
2 years ago
Anonymous
>I see the "hard reboot" idea get thrown around sometimes, but what would it even look like? Starting over creates an opportunity, but what exactly should be done with it?
well most of the basic rules* don't really need changing beyond maybe making a couple things a bit more streamlined or at least worded better, I'd even keep more or less all of the extra Special Summon types, no most of the changes would be for the specific cards being made for this reboot, considering how large of a card pool the game already has I'd picture this reboot mostly consisting of existing cards being remade to account for several things; 1) an overall reduction in complexity and power(most cards should only have one or two distinct effects, and should probably not go over four at the very most), 2) at the same time a better overall balance(no card should exist that is literally just useless pack filler, but at the same time no card should be so powerful as to be meta defining), and 3) tying into the first two points, one of the overall goals for this reboot would be to overall slow down the game's pacing, while it probably wouldn't be possible to completely eliminate One/Two Turn KO's, doing so should be incredibly hard to do so intentionally
*indeed pretty much the only specific one that comes to mind is more a flavor related one than anything, which would be tinkering with Types but I don't have the space to go into that in this post
They already made a more streamlined and less complicated version of Yu-Gi-Oh. It called Rush Duel.
>They already made a more streamlined and less complicated version of Yu-Gi-Oh. It called Rush Duel.
eh that's just a side thing that will probably be dead and forgotten within a couple of years(it's telling that it has yet to make it out of Japan for one thing), it needs to be the main focus for it to work properly
2 years ago
Anonymous
>(it's telling that it has yet to make it out of Japan for one thing)
It has, in Duel Links at least. Trying to get kids to play with actual cards in 2022 is another story.
2 years ago
Anonymous
They already made a more streamlined and less complicated version of Yu-Gi-Oh. It called Rush Duel.
I've seen people toss around the idea of doing it before, but it's pretty difficult to do unless you're actually dueling and simply restricting the players and enemies to a more limited card pool in order to have proper progression and keep things interesting.
Otherwise you'd have better luck using the cards themselves as inspiration for a more standard RPG where you have dinosaurs and wizards fighting cybernetic dragons.
In some ways it might just be better to go for something more based upon the original manga, where it's more about continuously getting into a variety of games with death as the stakes, and use magical ancient egyptian artifacts to help add intrigue and justify why most conflicts are being resolved by games of chance. Could work as a Call of Cthulhu premise, depending on how dark you wanted to get, since a magical relic that contrives death games on a weekly basis is certainly San-loss inducing.
I've seen people toss around the idea of doing it before, but it's pretty difficult to do unless you're actually dueling and simply restricting the players and enemies to a more limited card pool in order to have proper progression and keep things interesting.
Otherwise you'd have better luck using the cards themselves as inspiration for a more standard RPG where you have dinosaurs and wizards fighting cybernetic dragons.
In some ways it might just be better to go for something more based upon the original manga, where it's more about continuously getting into a variety of games with death as the stakes, and use magical ancient egyptian artifacts to help add intrigue and justify why most conflicts are being resolved by games of chance. Could work as a Call of Cthulhu premise, depending on how dark you wanted to get, since a magical relic that contrives death games on a weekly basis is certainly San-loss inducing.
yeah pretty much the way I was thinking is to use a slightly abridged form of the actual card game(kind of in the vein of Duel Links and Speed Duels) as the game's "combat" system to resolve any major conflicts(probably bolt on some super light system for handling anything not important enough to have a Duel over), and yeah character progression and customization would mostly be in the form of furthering the ways one can customize and improve their decks(a starting character would probably have a deck in line with how shitty most decks circa Duelist Kingdom, and only gradually over time be able to use better cards) as well as unlocking special skills(as the Skill systems both Duel Links and Speed Duels use is a fun way of codifying some of the more goofy/cool things people do in the anime)
honestly most of this could probably be whipped up pretty fast, only major hiccup would be the need to devise some sort of points system for cards and deck building
I've seen people toss around the idea of doing it before, but it's pretty difficult to do unless you're actually dueling and simply restricting the players and enemies to a more limited card pool in order to have proper progression and keep things interesting.
Otherwise you'd have better luck using the cards themselves as inspiration for a more standard RPG where you have dinosaurs and wizards fighting cybernetic dragons.
In some ways it might just be better to go for something more based upon the original manga, where it's more about continuously getting into a variety of games with death as the stakes, and use magical ancient egyptian artifacts to help add intrigue and justify why most conflicts are being resolved by games of chance. Could work as a Call of Cthulhu premise, depending on how dark you wanted to get, since a magical relic that contrives death games on a weekly basis is certainly San-loss inducing.
How would you go about designing a Yu-Gi-Oh RPG? I'm not sure how you could go about simulating an abstracted version of the card hand
You just play the millennium blades RPG, Duel Questers
>You just play the millennium blades RPG, Duel Questers
nah the whole point is specifically to have an RPG where you play the actual Yu-Gi-Oh card game as it's combat mechanic, not some unrelated game
I've been working on a DOGS hack that does anime-style card games, which my test players seem to have liked so far.
I can speak from experience on this one. You can't just play the card game as the game's combat mechanic 1:1. That takes time, relies a lot on RNG, and often leaves players excluded from combat situations in order to avoid making really slow or really convoluted conflicts. You need some way to expedite things by making the kinds of actions you take in a duel have representation without having to play them all the way out.
DOGS is just DitV with the setting stripped away, and some rules for if you wanna have additional powers.
If you like Playing DitV and want to adapt stuff for it, a read of the DOGS system will easily help you out. The purpose the publisher had for doing those revisions was so they could run JoJo's games.
2 years ago
Anonymous
>The purpose the publisher had for doing those revisions was so they could run JoJo's games.
Wow, never mind then.
2 years ago
Anonymous
I mean. It's still the same gameplay. Just that now you can apply it to whatever setting you want. And if that setting has weird powers, you can add in the rules for that.
Funny thing is, he had Vincent's permission to do it too. He was like "do what you want, just don't copy the text of the DitV book wholesale, because I technically own that."
2 years ago
Anonymous
I was messing around. Sounds pretty good, thanks. Might not be as easy to get into as other rule-lite stuff but I can see the potential.
I've been working on a DOGS hack that does anime-style card games, which my test players seem to have liked so far.
I can speak from experience on this one. You can't just play the card game as the game's combat mechanic 1:1. That takes time, relies a lot on RNG, and often leaves players excluded from combat situations in order to avoid making really slow or really convoluted conflicts. You need some way to expedite things by making the kinds of actions you take in a duel have representation without having to play them all the way out.
That's never happening lol
but thanks for showing that you have no eye or mind for game design.
Not that anon, but couldn't it work with something like Speed Duel? Having specifically structured decks, and maybe a sort of stat system applied to cards could be really interesting. Think about the way that army lists are built for wargames. Doing the same for a card game, and using the speed duel format locks the whole interaction to maybe five or so turns. Super fast, with lots of space for crazy things to happen. Making custom player effects could be really fun, too.
what if you took all of the worst most tedious parts of war games and applied them to card acquisition and deck buildinglol
I think they did this in Forbidden Memories on the PS1. It was awful.
2 years ago
Anonymous
First of all, list building is not the worst part of wargames. It's the players. It's always the players. Same thing with card games, really.
Speed Duels ARE faster. If you do it literally though, your card pool is significantly more limited. I like your appreciation for having a character concept work as a unique mechanic though.
Let me give you some examples of what I can achieve by shortcutting some things in my own various attempts to hack this card game into an RPG-viable conflict system: >No one has to fully flesh out their decklist. They just have and add various key cards that actually add value to a conflict. >I can say vague things like "I stall for three turns while counters accumulate for this card's effect" and the player will be able to say whether or not your plan works in their immediate response instead of having to play the entire thing out (or visa-versa, they can do this to me the GM). >I can shortcut adding lots of people into duels by giving them dice values representing their main strategies and signature card, instead of logistically trying to play them all or insert their cards into a duel. >Because the systems for dueling overlap with the stats used for other actions, people can contribute to dealing with problems in ways that aren't just dueling and it doesn't create more character sheet clutter. >Aside from their decks, everyone still has unique traits that empowers their various actions, when they become relevant. In and out of dueling.
In the last run of my test games, I had the players and all of their npc friends stack up against a horde of enemy duelists. And it was dramatic, smooth, and didn't even take an hour. They felt the weight of every contributing enemy in the opposing dice pool, and also the reliability of their friends that were aiding theirs. It was a good time, and everyone was floored that it was that easy.
I'm honestly all for the card pool being limited. I'm not actually going to ever learn how synchro or pendulum nonsense works. But I don't see how playing out a sort of 10 minute game of speed duel is any more tedious than the way most rpgs already handle encounters. I like the idea of bigger rules being applied to the game from outside it, as influenced by players stats or something. I guess I just really like the mechanical bit and how satisfying that can be. I don't even think juggling 3 concurrent cardgames is that ridiculous for the DM. Granted, for something like this I might limit the party to 3 realistically. It could be interesting to have card lines attached to character archetypes, and multiclassing would be necessary to add cards to your deck that are outside of your current path.
2 years ago
Anonymous
Juggling three concurrent duels is a lot easier said than done. Trust me, the scatterbrain gets real. The main reason I'm trying to dissuade you from doing these things is because I have years of experience doing Yu-gi-oh related roleplays. Text. Text and the real card game. RPGs with various approximations. The best balance I have found, the most satisfying to actually do, is to be less literal and find ways to approximate the kinds of stories you want to tell. Enough that it still definitely resembles itself, or depictions of itself, but neither totally freeform, nor totally literal.
2 years ago
Anonymous
I mean, I'm still talking in all hypotheticals, because even saying I put something like this together that worked, it'd be a whole other problem to get a party together. Generally, I wasn't thinking that the norm wouldn't be playing three games at once, but perhaps one player, being assisted by the rest of the party with their own little additions. Something like a team duel would be for a big boss encounter. There is something that rubs me the wrong way about abstracting something with such a rigid and easy to understand architecture as a card game. I'm not even saying that you're wrong or anything. Just that my instinct is to bitterly resist that. I think if we were keeping to the card game being the primary form of conflict resolution, I would also completely sidestep any regular conflict, too.
2 years ago
Anonymous
Okay so, everybody duels then. If you're gonna sidestep any regular conflict, you're just kind of playing the card game, but with roleplay elements.
Unless you have some unique rules about things like how you deckbuild and grow, it's not much of an RPG at that point. May as well just play the card game in character with people (which honestly, I think a lot of card game players would love to do and just won't admit).
2 years ago
Anonymous
I think most people would be too ashamed to even attempt to play a character mid-card game or couldn't comprehend the limitations of an RPG layered over a game they already know.
2 years ago
Anonymous
I already said that. Picking your "class" would involve being sort of set on a path with specific card availabilities. Basically, with Speed Duel being the core inspiration, and probably the vast majority of the limited card pool. In order to get access to certain cards, you'd need to toss levels into other "classes" in order to borrow from their tree.
>First of all, list building is not the worst part of wargames. It's the players. It's always the players. Same thing with card games, really.
having to reference a separate manual to be able to build anything is annoying and always will be
It especially goes against the spirit of Yu-Gi-Oh having to consult a separate point guide. But the tedious point assignment instead of just building whatever you want is in fact the worst part of war games. You can't just use what you think is cool and it gets fricked to death between editions Even when you do find something lol
Worst take. There would be literally no way possible to come even close to balancing something like this. Plenty of wargames are miniatures agnostic, and let you bring whatever you feel like to the table.
>But I don't see how playing out a sort of 10 minute game of speed duel is any more tedious than the way most rpgs already handle encounters.
It's 10 minutes per player Anon or you're leaving people out. It's very different from normal RPG resolution. Have you played table tops or just Yu-Gi-Oh?
Yeah, I totally get that, which is why things are being discussed ITT. Right now, I'm sitting on the idea of each encounter having maybe a primary player, with the others being in support roles, and this being on a rotation.
2 years ago
Anonymous
>Unless you have some unique rules about things like how you deckbuild and grow, it's not much of an RPG at that point
not the guy you've been talking to but that was indeed the idea, hence why in my initial post
[...]
yeah pretty much the way I was thinking is to use a slightly abridged form of the actual card game(kind of in the vein of Duel Links and Speed Duels) as the game's "combat" system to resolve any major conflicts(probably bolt on some super light system for handling anything not important enough to have a Duel over), and yeah character progression and customization would mostly be in the form of furthering the ways one can customize and improve their decks(a starting character would probably have a deck in line with how shitty most decks circa Duelist Kingdom, and only gradually over time be able to use better cards) as well as unlocking special skills(as the Skill systems both Duel Links and Speed Duels use is a fun way of codifying some of the more goofy/cool things people do in the anime)
honestly most of this could probably be whipped up pretty fast, only major hiccup would be the need to devise some sort of points system for cards and deck building
I was talking about needing to develop a points system, the idea being that a starting character's deck would be similar to the average early Duelists Kingdom one, mostly full of mediocre low stat Normal monsters plus a couple stronger monsters and maybe a couple spells and/or traps, and as the characters level up they'd not only unlock a wider array of cards, with the restricting factor being not only the card pool they'd have access to, but also the total amount of points worth of cards they'd be allowed to have in their deck, both of which would increase as characters level up, similarly certain character traits and skills would be designed to work around these limitations, like say picking a skill that plays a free Umi at the start of every game or one that gives you a discount towards Winged Beast type monsters to give a couple basic examples
2 years ago
Anonymous
How would you justify any of that? Cards aren't skills, they're just pieces of cardboard that anybody can use
2 years ago
Anonymous
>How would you justify any of that? Cards aren't skills, they're just pieces of cardboard that anybody can use
think of it as representing things seen in the show, like the "start the match with Umi in play" skill representing how in Yugi's Duelist Kingdom duel against Mako the latter started out the match with his side of the field underwater
it's essentially expanding upon the Skill concept that Speed Duels, VRAINS, and Duel Links all make use of; https://yugioh.fandom.com/wiki/Skill
2 years ago
Anonymous
>Cards aren't skills
This is something that my hack of DOGS gets around. Assets and traits you have in the core system are dice-valued, in accordance to how big a deal it is when you use them. Cards literally have dice values just like anything else, but to emphasize them, you can take traits that are related to your dueling style or the way that you milk certain cards for value as a part of your strategy.
For example, someone can say >"My opponent's raise is forcing me me to discard cards, so I narratively accept that this is happening, then special summon Despair From the Dark in response, adding its dice to my pool" >This is part of my strategies, so I also activate my trait 'Shallow Graves' that's about how some of my Zombie cards come back to the field quickly after being sent to the Graveyard, adding these other dice to my pool as well" >"Doing both of those things gave me enough good dice to see/beat my opponent's dice for their raise, making it a dodge/reversal."
2 years ago
Anonymous
NTA. I get the idea of skills, since that could be chalked up to a lot of things. I'm just having trouble grasping how these sorts of duel conflicts would work out in practice.
2 years ago
Anonymous
Deckbuilding restrictions based on class/level are the way to go.
Each class could specialize in a different type of card, you could have one for fusion summons, one for xyz summons, one for zombie monsters, one for dinosaur monsters, etc. The cards would slowly get better the more levels you took in the class, so a multiclassed character could play many different decks but not quite as good as a mono class character.
2 years ago
Anonymous
>First of all, list building is not the worst part of wargames. It's the players. It's always the players. Same thing with card games, really.
having to reference a separate manual to be able to build anything is annoying and always will be
It especially goes against the spirit of Yu-Gi-Oh having to consult a separate point guide. But the tedious point assignment instead of just building whatever you want is in fact the worst part of war games. You can't just use what you think is cool and it gets fricked to death between editions Even when you do find something lol
2 years ago
Anonymous
In my experience, assigning point values to cards is actually good for balance reasons in this sort of thing. It lets card that aren't as good be used on par with cards that are universally thought of as amazing, because how good they are is abstracted somewhat.
Also yeah, edition changes can be a bit of a pain in the ass in war games, but if there weren't point-value comparison formats, games would be unsatisfying as frick most of the time for someone.
2 years ago
Anonymous
>But I don't see how playing out a sort of 10 minute game of speed duel is any more tedious than the way most rpgs already handle encounters.
It's 10 minutes per player Anon or you're leaving people out. It's very different from normal RPG resolution. Have you played table tops or just Yu-Gi-Oh?
Speed Duels ARE faster. If you do it literally though, your card pool is significantly more limited. I like your appreciation for having a character concept work as a unique mechanic though.
Let me give you some examples of what I can achieve by shortcutting some things in my own various attempts to hack this card game into an RPG-viable conflict system: >No one has to fully flesh out their decklist. They just have and add various key cards that actually add value to a conflict. >I can say vague things like "I stall for three turns while counters accumulate for this card's effect" and the player will be able to say whether or not your plan works in their immediate response instead of having to play the entire thing out (or visa-versa, they can do this to me the GM). >I can shortcut adding lots of people into duels by giving them dice values representing their main strategies and signature card, instead of logistically trying to play them all or insert their cards into a duel. >Because the systems for dueling overlap with the stats used for other actions, people can contribute to dealing with problems in ways that aren't just dueling and it doesn't create more character sheet clutter. >Aside from their decks, everyone still has unique traits that empowers their various actions, when they become relevant. In and out of dueling.
In the last run of my test games, I had the players and all of their NPC friends stack up against a horde of enemy duelists. And it was dramatic, smooth, and didn't even take an hour. They felt the weight of every contributing enemy in the opposing dice pool, and also the reliability of their friends that were aiding theirs. It was a good time, and everyone was floored that it was that easy.
A thought I just had for a way to potentially do conflict resolution by using actual effects of Yugioh cards would be to do something akin to what Inscryption does with Trials. Basically instead of actually playing the cards, you draw three from your deck and compare them against a certain quality, like total power or cost.
I think you could take that a step further and let certain cards utilize their effects in order to affect things. Cards that let you draw or search could be removed from the pool of three for new card options, or getting a polymerization could let you swap it for a Fusion monster from the extra deck as long as you've got the materials in the deck somewhere.
That could be the goal of hitting various thresholds like getting at least one Spell/Trap destruction or being able to beat over a monster of a certain size. Basically treat it like a mini duel-puzzle where you're basically trying to get rid of a minor opponent's very specific boss monster or floodgate in order to win.
That would work best for cases where a player is trying to duel someone for more minor stakes that would bog things down if every player had to do a full duel for it every time.
Yes you could always rewrite the entire game into a new game. You've now created a game that requires both Yu-Gi-Oh cards and a separate manual for every single one of their alternative texts for your powers and abilities that you've decided on. As a manual process this is unwieldy bad. If you could somehow integrate card recognition on a phone you'd cut some time off but it would still be rough.
2 years ago
Anonymous
If you don't understand how Yugioh works, I suppose it could be confusing to search your deck using a card that searches your deck.
2 years ago
Anonymous
anon, he suggested adding secondary effects to every single card That only work during conflict resolution rather than during actual gameplay.
can you even read? You obviously have no idea how game design works just like the other guy
There's a japanese card-battle shounen-anime style RPG called Card Ranker, but I don't know anything else bout it other than it's inspired by shows like YGO
I ran into a this issue when I brought it up with a friend. He wanted to play something based on the manga and Duelist Kingdom, while I essentially wanted to take turns playing our decks against a themed antagonist's, where the roleplaying elements add context and a sense of progression to what would otherwise be a series of disparate duels. Unfortunately it fell through because of that. It seems a similar discussion has taken place in this thread.
Instead of taking turns for each player you should have a DM type figure to pilot the rival/antagonists decks. This would probably work better as a 2-player game with just one player as the antagonist and the DM as the antagonist - although you could try to do 2v2 ‘tag team’ duels like they did in the manga/anime.
Progression could be incorporated by slowly gaining access to better cards as you level up. Cards would be assigned a minimum level you would need to be at to play them, and each level would have a maximum total for all the cards in your deck (say, if all the game’s good cards are worth 5 points, meaning you need to advance to level 5 to get them, then the ‘combined deck number’ for level 5 could be something like 40, so you would be able to put 8 good cards in your deck at that level.)
Yes, that's why I say read volume 1 and see if you like it. Incredibly intuitive games he was able to think up. Many of them inspired by things we have now (tabletop RPGs, lasertag, digital pets) but with his own unique spin on them that are wholly unique. It really is the /tg/ of manga but with incredibly charming characters, before it became about duel monsters (which I don't exactly resent).
The Monster World arc was always one of my favorites since it sparked my own interest in tabletop rpgs, and it says something that Takashi ended the story on what was essentially a far bigger sequel to it followed up one last card game. RIP Takahashi, dude was a true lover of games.
One thing that I really wish we could have known was that one game Yugi was said to have made with help from Kaiba playtesting it. Shit looked so dope.
Frankly, that wheelchair bound vegetable needed to be told to stay in his lane, but nobody wanted to talk back to the darling cripple when he was running his mouth, lest they be seen to be mean.
He was pretty hot on physics.
But when he went out of his area of expertise, frankly he was a rather unbalanced individual, and lacking a more generalized wisdom.
Every time he modulated anything about ethics or the purpose of life I cringed.
muira too
some game dude is probably next, removing all pillars of constancy like that mangaka warned was happening in manga and anime, about the "foreign influence" that killed AoT
oda or miyamoto or la creatividad maybe?
stuff tends to happen when those european style socialists start shitting a place up
old guard dying in accidents and leftoid assassinations while the media becomes a pozzed parody of itself
i literally just watched it happen to four other powerhouses in 10 years
Don't invoke what you don't believe in to dismiss what you pretend not to see.
You don't even have a fricking excuse to be so willfully moronic when we live in the information age, you have to straight up try to be a fricking moron.
This very hobby board is a victim of the same dogshit that they are ACTIVELY b***hing about over there.
The very thing that Ganker Ganker and Ganker are b***hing about as we speak, and have been for years.
You being histrionic and slow witted doesn't make the wheel stop turning.
why would anyone waste his time on a board without ID?
I get Ganker it's for porn and memes but this?
Without IDs you're wasting time 95% of the times.
You're wrong, and more than that you're missing my point. People are obsessed with the aesthetics of fantasy and arguing over how it should be done instead of creating anything themselves.
Magic has countless fricking infinite combos and the stack is insane for allowing solitaire more than Yu-Gi-Oh's chain ever will.
At least the chain stops you from adding to it once it starts resolving.
YGO has its own problems but MTG's problems step from the most uninspired art ever imagined. I'm pleased I play YGO and not some shit game where every other creature is some smiling, confident pose minority in a digitally painted photobash.
That aside, this shouldn't be about you homosexuals cardgames, but about this amazing legend who designed games and wrote stories that are undeniably precious to many and alot better than the paperback trash many of you probably read.
Magic still has tons of good art, and they are far more inspired than the average cookie cutter generic e-girlbait or bland space robot dragon on Yu-Gi-Oh's side
Interesting how the Ganker sticky shows that according to his instagram the guy was still designing games with cardboard and a 3D printer. He really was an IRL Yugi, just a guy that loved obscure games. The friends he played those games with must be devastated at the loss of their friend.
Anon… one of the callback lines to Yugi during 5ds was that he did another table top game that even blew Pegasus and Kaiba out of their minds, but Duel Monsters was so predominant to the entire planets culture and economy that nothing could ever flourish ever again not even that game with the backing of the 2 people who own the world.
But there was also some to be said about Mako, and that Kaz personally asked Konami that Umi to remain relevant.
He even had a short comic on his instagram about a fisherman that drowned. Man really found the ocean fascinating, probably would've killed him one way or the other even if he hadn't died the other day.
shit that is heartbreaking. I wish he was still around to see how games evolve in the future. I know some of his stories involved VR, and I imagine he would have loved seeing how it developed over the years.
This is as good a reason as any, tbh. Why give those hacks your money when dorks on the internet will let you relive playing Yu-gi-oh with your friends online for free?
>Canadian Highlander?
No. Not like Canlander. Canlander's point system is to limit how many high value cards you can put in a deck. My point system experience for this is "each card gets assigned values based on how many points its highest stat is, or what kinds of effects it employs." And those values set what kind/how many dice are rolled when you introduce those cards to the conflict. Cards with big bodies have bigger dice. Cards with longer-lasting or bigger-impact effects on the board have better dice than minor effects like "draw a card" or "increase attack points slightly."
Because DOGS is a system where you bet what you roll from your dice pool, you want to have better quality dice to try to overwhelm or refute your opponent, but there's still value in playing weak monsters with add-on little effects to give you multiple small dice to your pool. It can help you shore up a less painful defense in terms of giving up better dice, and you don't ever want to run out during the conflict before your opponent gives unless you have a reason to accept losing.
>Dead in a "snorkeling accident"
Sounds like the way you'd find someone after they lost a shadow game alright.
Well put. This is very suspect.
>snorkeling accident
Konami assassinating people now?
Takahashi had the ultimate say in anything that Konami could do with the game so I wouldn't be surprised if they had it out for him
Yugioh Pachinko is coming.
Know Konami, they're gonna waste the fox engine on that one too. I hope they don't frick this one up, but I won't be surprised if they do.
More like incoming PR disaster.
It's really not suspect at all, the ocean is a fricking hellscape, one accident can easily snowball to death.
Say what you want about Lovecraft, but his fear of the sea is perfectly reasonable.
There's a video game. Monster capsule breed & battle. Capsule monsters did have a board game, and the GB Capsule monster coliseum, but it's not the same.
I also did like Dungeon dice.
>Sounds like the way you'd find someone after they lost a shadow game alright.
I think he knew what he was looking for.
Yes he was searching for A Legendary Ocean using Warrior of Atlantis but found only Umi.
>Doesn't have a floating effect.
I'm sad now.
Mako had his revenge for the moon bullshit
Rofl.
Ironic how Mako Duelist Kingdom themed support had only recently been released in the west. Even made Kairyu-shin a proper boss
Its effect even mimicked how it had a tsunami attack that only left a tiny island small enough to fit one monster on the field.
This card is peak soul, never thought I would see the anime effects apply
Mystical Moon is the lamest attempt to translate an effect into a real life card. Really? An equipment card?
5
not funny
What 5?
The black from his customers must have rubbed off on him.
Underrated
The what now?
Anon's making a joke that black people like yugioh and black people also can't swim.
Afircan-americans, can't swim almost universally.
STICKY
>implying janny cares about traditional games
It's on Ganker
Either we'll get a sticky or we won't, but he had at least as much an effect on tabletop as he did manga/anime.
Definitely. He's a major reason why TCGs became popular. He himself was inspired by MTG, and LOVED all sorts ofngames and especially RPGs.
Itnwas nadass. The mamga had a simple version of it that people could use. I actually made my own version when it first came out here back in tje early 2000s. The first TTRPG I actually ever played.
Playes this deck for a while on YGOPRO. It's really good too. Plenty of anti-meta. A bit inconsistent but good.
Ooofff. And your opponent always has it. ALWAYS. Can't even play my fricking Cardigans in peace.
YGO RPG? I'd like to see that honestly. Would be shit probably, but using the cards foe an RPG beyond just making encounters seems fun. I'd love it.
Reminder that he was still designing games up to the end.
>Reminder that he was still designing games up to the end.
RIP
F
He had interesting ideas for sure.
I use my Yugioh cards for monster encounters, I just take the stats of whatever the monster seems most similar to, it actually really helps avoid metagaming by preventing experienced players from recognizing a monster (when their character shouldn’t).
Should have been here as well.
well shit
Even though it's been half a lifetime since I was into Yugioh, this was still really sad to hear. Bizarre way to go, certainly.
Good
Yami was a fricking cheater anyway
ITS TIME TO D-D-D-D-DDROWN!
You made me laugh but I hate you for it.
Holy shit, that's dark/funny af
If only he had some sort of Christian Magic to save himself but instead he died without the Dignity of the moronic.
they found his body face down in defence mode
Damn you, I laughed harder than I should've at that.
I'm sorry for your loss, Yugibros.
I haven't played the game since I was a kid but it's a time I like to look back on fondly.
/tg/ is an MTG chad board, frick off back to Ganker
do you have a playset of Bearscape anongayg?
Lmfao
frick off moron, Takahashi was a huge MtG nerd in the first place
Frick off back to ChildpornERA.
Not even a Yugioh gay, but this is sad to hear, and I definitely would have put both Nosewater and Gavin in his place any day of the week.
F
The manga had a mini arc about a miniature TTRPG. Made me beg a Bugbear miniature of my cousin.
First mini I ever painted.
It was fricking kino
This arc was special to me too.
That and capsule monster chess made me sad their respective games didn't actually exist.
a simple overview.
D100 system. the lower number, the better.
if you get a 99, you get a SUPER FAILURE
if you roll a 00, you get a SUPER CRITICAL
the DM rolls, too and if he rolls low, he can summon more powerful monsters that can evolve aswell.
races: human,elf, crossbreed, halfling. fairy, dwarf, anthro
classes: warrior, mage, priest, paladin, ranger, animal tamer, bard, warlock, occultist, illusionist, bandit, merchant
you can take one weapon, one armor piece and one use-item.
stats are strength, agility, intelligence and courage.
(the first 3 stats look simple, but i don't know what courage does. maybe luck or team attacks?)
dodging and attacking has really low chances, like 1 in 3. pushing magic and item attacks into the meta.
FRICK
WHY
Time.
And possibly tiger sharks.
RIP and thanks for the memories.
Like the time Joey killed with a guy with a yo-yo.
Wtf is snorkeling??
its when you float at the surface of the ocean face down and look at shit through your snorkling goggles.
thats kind of why the death does seem a bit weird , I can understand dying scuba diving since that has legitimate risks but snorkling seems pretty benign and not much of a risk of drowning unless something external happen, like maybey he had a heart attack or a stroke.
Do they have any venomous sea life around Okinawa?
Could have been a Ray or Jellyfish sting...
A big wave and an undertow could pull you down. If its shallow you hit your head om something and thats pretty much game over.
Depends on what the water conditions were like and how strong of a swimmer he was. He could of gotten pulled into a rip current.
>He could of gotten pulled into a rip current
>rip current
>rip
boys I think we have a suspect
>https://twitter.com/insidejp/status/1544946844727648256?s=21&t=9KIIuuDpFeu-D4pRN0ja1g
the question still gets me, did he go alone? and if he did then why? isnt the golden rule of snorkeling or scuba diving not going alone?
The Yahoo article mentions damage to his body that looks like it may have been a shark attack, the area is apparently know for tiger sharks.
https://news.yahoo.co.jp/articles/a972ee14c593a50b5d5ec6ad916eda2116e3c1cb
couldnt it just be because a dead body was around.
https://en.wikipedia.org/wiki/Shallow-water_blackout
rest in peace.
Looks like he activated the Riptide trap card
PENIS
>still isn't a fricking sticky
RIP TO THE FRICKING KING OF GAMES
>local card ruins everything
You posted the wrong picture.
That's not ashblossom
Takahashi was a pretty cool dude. Loved all traditional games but ended up having to write just about card games because he threw in an MTG homage and that's what made him take off. All fa/tg/uys should check out the original Yu-Gi-Oh manga, it's a fun read. RIP.
Let me guess - combination of climate change and bacteria in water that caused a heart failure?
F
Too all you anons going >snorkling accident
Yeah the sea is actually dangerous and accidents happens all the time because of a simple lapse of judgement about something or something unexpected like a strong current that is hard to spot.
Also the guy was in his 60s
He believed in the heart of the cards but not in the heart in his body.
>MTG the gayest card game in the world
>Yu-gi-oh the best selling card game in the world
Really makes you think.
Man you people must be miserable.
A game creator dies and you mock it because you can't even sympathize with it's players? You go right to circlejerking?
I know we're Ganker and you're allowed to say what want but Jesus Christ you must be the most fun person to meet at locals.
Yep. Top right card. Chads enjoying a hot spring.
>According to the fire department, Takahashi’s abdomen and lower body had been damaged by sharks and other marine life.
interdasting
What is a handtrap?
Something you never draw into when you need it
Does anyone have difficulty telling the difference between Mexicans and asians, I went to Thailand once and it was pretty difficult for me for a lot of the people especially men and older ones.
>it's real
what a fricking surreal way to die
F
This is the most schizo post I've seen all month and I occasinally visit /x/
Ganker please leave and never come back, you are probably a realismshitter
Bro I hate Trump too.
Talk about projection.
You really are a miserable bastard.
Rest in peace King of Games.
the original yugioh was a celebration of gaming as a whole, Kaz loved all tabletop games. he was more /tg/ than any of us. Rest in Peace.
I bet the same stingray that killed the Crocodile Hunter got him!
RIP
Was he fooled to take the pfizer clot shot by any chance?
Japan had their own vaccine IIRC.
We're really not doing a sticky? He created the top-selling TCG ever.
I will always believe in the heart of the cards...
>mtg be like "muuhh infinite mana" "I attack with one quatrillion 1/1 soldiers muuhhh"
>yugi never go infinite
think anon think!!
Damn, he was dead for several days before they found him. I'm kind of surprised they identified him so fast. Maybe they at least knew he was missing and were looking for him.
Where's the sticky? Rest in power.
F
5
witnessed
Take this a lesson in why you never snorkel, dive, or even swim alone.
Rest in peace.
F
And now Shinzo Abe has been shot. Who's next?
Ah frick.
A novel with boring art vs bade game's card with awful art.
>sticky, finally
Finally this Magic troony board gets something right
If that shit was actually contractual, then it should? At least, for as long as it was meant for, and as long as whoever gets legal control of his intellectual property doesn't decide to cancel or renegotiate said contract.
If they will cremate his body, does urn with his ashes becomes a Pot of Greed, which allows the user to draw 2 more cards from their deck and add them to their hand?
what were those?
Everything you need to know about the card should be on the card, so keywords like trample, flying, etc. can't ever happen, and It's why ygo cards read like novels.
>No normal monster can have more ATK than the Blue Eyes White Dragon
>No normal monster can have more defense than the Millennium Shield
>No monetary prices
>Kaz art will not be used for videogames or localized ever
>Despite the name, Exodia will not be on the forbidden list ever
>Only outside accessory needed to play will be 1d6
>Everything you need to know about the card should be on the card
>Cards made by Kaz cannot be reprinted without his consent
>Cards do not come with expiration dates
what does "monetary prices" mean?
and I think they can localize his art, they just can't censor it. I was also told one of his terms was "dark magician girl can never have her art censored" which is why there are versions of her card with Japan exclusive art
No cash prizes, that's why prizes are cards, accessories or other stuff.
As stupid as it sounds, censorship comes bundled with the localization pack. That is why many localizers where prissy months ago when they were told to frick off and just translate things they localize.
Well with YGO it's the worst of both worlds. Not only is there pointless censorship, but TCG changes card names to their "funny" ideas. Frick localizers.
I also forgot to mention that there are the ones that we know of from people working inside Konami or slip ups during interviews.
There might be more but the document in question has never been made public.
>There might be more but the document in question has never been made public.
what is your source on this?
these are things that definitely appear to be done in yugioh by "tradition" but how do you know they are his own guidelines?
>Everything you need to know about the card should be on the card
Now this is just BS
But it's true, why else do you think they need to constantly print the same wall of text for every spirit, union or gemini monster?
Nah bro, Yugioh rulebook is tiny compared to the MtG one for a reason, and it is the same reason that the cards have 3 point font half the time. You need to know surprisingly few basic rules, even factoring in the several special summoning mechanics, piercing, banishing and the damage step. There are almost no keywords in yugioh that you have to learn before you play against certain cards, but in return it is printed each time the effect shows up on cards (hell, piercing damage wasn't even a keyword until relatively recently).
For most players, the most confusing things about yugioh will continue to be "damage step" and everything around it, and inherent special summons. The rest is very simple.
We did establish some keywords, eventually. But that was mostly because, like with Magic, sometimes it was making the text on cards really dense.
The part where we fricked up is that instead of just shortening the text on cards and calling it good, we used it as an excuse to cram new text into the space that was freed up.
I know we did, I mention it in the post. Piercing damage, GY instead of Graveyard, banish instead of "remove from play/the game", my point is that Yugioh doesn't have keywords for things like nomi, etb, "x by a card effect" and the like. As someone who has played both games for long periods of time (Magic from Onslaught to Time Spiral and then Mirrodin Besieged to Dragons of Tarkir, Yugioh from SD Joey/Pegasus to Elemental Energy and then Generation Force to the current day), I would say that Magic is harder to get into eternal formats due to the keyword burden, but the cards look cleaner as a result, while Yugioh frankly needs to be keyword light as eternal formats are the order of the day but it leads the cards to look clunky to an outsider who doesn't realise that PSCT greatly reduces the need for judge calls if the players are competent.
Some of these cards do way too much stuff just for the sake of being good. That's the really lamentable thing about the text box squeeze.
>Some of these cards do way too much stuff just for the sake of being good. That's the really lamentable thing about the text box squeeze.
to be frank there should be a hard cap on how many distinct effects a single card can have, but honestly a lot of the issues the game has in it's current could only really be solved by a proper hard reboot(well that or making the Ban List a LOT larger than it currently is)
I see the "hard reboot" idea get thrown around sometimes, but what would it even look like? Starting over creates an opportunity, but what exactly should be done with it?
>I see the "hard reboot" idea get thrown around sometimes, but what would it even look like? Starting over creates an opportunity, but what exactly should be done with it?
well most of the basic rules* don't really need changing beyond maybe making a couple things a bit more streamlined or at least worded better, I'd even keep more or less all of the extra Special Summon types, no most of the changes would be for the specific cards being made for this reboot, considering how large of a card pool the game already has I'd picture this reboot mostly consisting of existing cards being remade to account for several things; 1) an overall reduction in complexity and power(most cards should only have one or two distinct effects, and should probably not go over four at the very most), 2) at the same time a better overall balance(no card should exist that is literally just useless pack filler, but at the same time no card should be so powerful as to be meta defining), and 3) tying into the first two points, one of the overall goals for this reboot would be to overall slow down the game's pacing, while it probably wouldn't be possible to completely eliminate One/Two Turn KO's, doing so should be incredibly hard to do so intentionally
*indeed pretty much the only specific one that comes to mind is more a flavor related one than anything, which would be tinkering with Types but I don't have the space to go into that in this post
>They already made a more streamlined and less complicated version of Yu-Gi-Oh. It called Rush Duel.
eh that's just a side thing that will probably be dead and forgotten within a couple of years(it's telling that it has yet to make it out of Japan for one thing), it needs to be the main focus for it to work properly
>(it's telling that it has yet to make it out of Japan for one thing)
It has, in Duel Links at least. Trying to get kids to play with actual cards in 2022 is another story.
They already made a more streamlined and less complicated version of Yu-Gi-Oh. It called Rush Duel.
REEEEE
How would you go about designing a Yu-Gi-Oh RPG? I'm not sure how you could go about simulating an abstracted version of the card hand
I've seen people toss around the idea of doing it before, but it's pretty difficult to do unless you're actually dueling and simply restricting the players and enemies to a more limited card pool in order to have proper progression and keep things interesting.
Otherwise you'd have better luck using the cards themselves as inspiration for a more standard RPG where you have dinosaurs and wizards fighting cybernetic dragons.
In some ways it might just be better to go for something more based upon the original manga, where it's more about continuously getting into a variety of games with death as the stakes, and use magical ancient egyptian artifacts to help add intrigue and justify why most conflicts are being resolved by games of chance. Could work as a Call of Cthulhu premise, depending on how dark you wanted to get, since a magical relic that contrives death games on a weekly basis is certainly San-loss inducing.
yeah pretty much the way I was thinking is to use a slightly abridged form of the actual card game(kind of in the vein of Duel Links and Speed Duels) as the game's "combat" system to resolve any major conflicts(probably bolt on some super light system for handling anything not important enough to have a Duel over), and yeah character progression and customization would mostly be in the form of furthering the ways one can customize and improve their decks(a starting character would probably have a deck in line with how shitty most decks circa Duelist Kingdom, and only gradually over time be able to use better cards) as well as unlocking special skills(as the Skill systems both Duel Links and Speed Duels use is a fun way of codifying some of the more goofy/cool things people do in the anime)
honestly most of this could probably be whipped up pretty fast, only major hiccup would be the need to devise some sort of points system for cards and deck building
You just play the millennium blades RPG, Duel Questers
Even the character sheet is a card!
>You just play the millennium blades RPG, Duel Questers
nah the whole point is specifically to have an RPG where you play the actual Yu-Gi-Oh card game as it's combat mechanic, not some unrelated game
I've been working on a DOGS hack that does anime-style card games, which my test players seem to have liked so far.
I can speak from experience on this one. You can't just play the card game as the game's combat mechanic 1:1. That takes time, relies a lot on RNG, and often leaves players excluded from combat situations in order to avoid making really slow or really convoluted conflicts. You need some way to expedite things by making the kinds of actions you take in a duel have representation without having to play them all the way out.
Is DOGS good? Would you always use it over DitV?
DOGS is just DitV with the setting stripped away, and some rules for if you wanna have additional powers.
If you like Playing DitV and want to adapt stuff for it, a read of the DOGS system will easily help you out. The purpose the publisher had for doing those revisions was so they could run JoJo's games.
>The purpose the publisher had for doing those revisions was so they could run JoJo's games.
Wow, never mind then.
I mean. It's still the same gameplay. Just that now you can apply it to whatever setting you want. And if that setting has weird powers, you can add in the rules for that.
Funny thing is, he had Vincent's permission to do it too. He was like "do what you want, just don't copy the text of the DitV book wholesale, because I technically own that."
I was messing around. Sounds pretty good, thanks. Might not be as easy to get into as other rule-lite stuff but I can see the potential.
That's never happening lol
but thanks for showing that you have no eye or mind for game design.
Not that anon, but couldn't it work with something like Speed Duel? Having specifically structured decks, and maybe a sort of stat system applied to cards could be really interesting. Think about the way that army lists are built for wargames. Doing the same for a card game, and using the speed duel format locks the whole interaction to maybe five or so turns. Super fast, with lots of space for crazy things to happen. Making custom player effects could be really fun, too.
congratulations you've made the slowest conflict resolution system in history
don't be so harsh on him, the idea is still faster than correspondence chess
what if you took all of the worst most tedious parts of war games and applied them to card acquisition and deck buildinglol
I think they did this in Forbidden Memories on the PS1. It was awful.
First of all, list building is not the worst part of wargames. It's the players. It's always the players. Same thing with card games, really.
I'm honestly all for the card pool being limited. I'm not actually going to ever learn how synchro or pendulum nonsense works. But I don't see how playing out a sort of 10 minute game of speed duel is any more tedious than the way most rpgs already handle encounters. I like the idea of bigger rules being applied to the game from outside it, as influenced by players stats or something. I guess I just really like the mechanical bit and how satisfying that can be. I don't even think juggling 3 concurrent cardgames is that ridiculous for the DM. Granted, for something like this I might limit the party to 3 realistically. It could be interesting to have card lines attached to character archetypes, and multiclassing would be necessary to add cards to your deck that are outside of your current path.
Juggling three concurrent duels is a lot easier said than done. Trust me, the scatterbrain gets real. The main reason I'm trying to dissuade you from doing these things is because I have years of experience doing Yu-gi-oh related roleplays. Text. Text and the real card game. RPGs with various approximations. The best balance I have found, the most satisfying to actually do, is to be less literal and find ways to approximate the kinds of stories you want to tell. Enough that it still definitely resembles itself, or depictions of itself, but neither totally freeform, nor totally literal.
I mean, I'm still talking in all hypotheticals, because even saying I put something like this together that worked, it'd be a whole other problem to get a party together. Generally, I wasn't thinking that the norm wouldn't be playing three games at once, but perhaps one player, being assisted by the rest of the party with their own little additions. Something like a team duel would be for a big boss encounter. There is something that rubs me the wrong way about abstracting something with such a rigid and easy to understand architecture as a card game. I'm not even saying that you're wrong or anything. Just that my instinct is to bitterly resist that. I think if we were keeping to the card game being the primary form of conflict resolution, I would also completely sidestep any regular conflict, too.
Okay so, everybody duels then. If you're gonna sidestep any regular conflict, you're just kind of playing the card game, but with roleplay elements.
Unless you have some unique rules about things like how you deckbuild and grow, it's not much of an RPG at that point. May as well just play the card game in character with people (which honestly, I think a lot of card game players would love to do and just won't admit).
I think most people would be too ashamed to even attempt to play a character mid-card game or couldn't comprehend the limitations of an RPG layered over a game they already know.
I already said that. Picking your "class" would involve being sort of set on a path with specific card availabilities. Basically, with Speed Duel being the core inspiration, and probably the vast majority of the limited card pool. In order to get access to certain cards, you'd need to toss levels into other "classes" in order to borrow from their tree.
Worst take. There would be literally no way possible to come even close to balancing something like this. Plenty of wargames are miniatures agnostic, and let you bring whatever you feel like to the table.
Yeah, I totally get that, which is why things are being discussed ITT. Right now, I'm sitting on the idea of each encounter having maybe a primary player, with the others being in support roles, and this being on a rotation.
>Unless you have some unique rules about things like how you deckbuild and grow, it's not much of an RPG at that point
not the guy you've been talking to but that was indeed the idea, hence why in my initial post
I was talking about needing to develop a points system, the idea being that a starting character's deck would be similar to the average early Duelists Kingdom one, mostly full of mediocre low stat Normal monsters plus a couple stronger monsters and maybe a couple spells and/or traps, and as the characters level up they'd not only unlock a wider array of cards, with the restricting factor being not only the card pool they'd have access to, but also the total amount of points worth of cards they'd be allowed to have in their deck, both of which would increase as characters level up, similarly certain character traits and skills would be designed to work around these limitations, like say picking a skill that plays a free Umi at the start of every game or one that gives you a discount towards Winged Beast type monsters to give a couple basic examples
How would you justify any of that? Cards aren't skills, they're just pieces of cardboard that anybody can use
>How would you justify any of that? Cards aren't skills, they're just pieces of cardboard that anybody can use
think of it as representing things seen in the show, like the "start the match with Umi in play" skill representing how in Yugi's Duelist Kingdom duel against Mako the latter started out the match with his side of the field underwater
it's essentially expanding upon the Skill concept that Speed Duels, VRAINS, and Duel Links all make use of; https://yugioh.fandom.com/wiki/Skill
>Cards aren't skills
This is something that my hack of DOGS gets around. Assets and traits you have in the core system are dice-valued, in accordance to how big a deal it is when you use them. Cards literally have dice values just like anything else, but to emphasize them, you can take traits that are related to your dueling style or the way that you milk certain cards for value as a part of your strategy.
For example, someone can say
>"My opponent's raise is forcing me me to discard cards, so I narratively accept that this is happening, then special summon Despair From the Dark in response, adding its dice to my pool"
>This is part of my strategies, so I also activate my trait 'Shallow Graves' that's about how some of my Zombie cards come back to the field quickly after being sent to the Graveyard, adding these other dice to my pool as well"
>"Doing both of those things gave me enough good dice to see/beat my opponent's dice for their raise, making it a dodge/reversal."
NTA. I get the idea of skills, since that could be chalked up to a lot of things. I'm just having trouble grasping how these sorts of duel conflicts would work out in practice.
Deckbuilding restrictions based on class/level are the way to go.
Each class could specialize in a different type of card, you could have one for fusion summons, one for xyz summons, one for zombie monsters, one for dinosaur monsters, etc. The cards would slowly get better the more levels you took in the class, so a multiclassed character could play many different decks but not quite as good as a mono class character.
>First of all, list building is not the worst part of wargames. It's the players. It's always the players. Same thing with card games, really.
having to reference a separate manual to be able to build anything is annoying and always will be
It especially goes against the spirit of Yu-Gi-Oh having to consult a separate point guide. But the tedious point assignment instead of just building whatever you want is in fact the worst part of war games. You can't just use what you think is cool and it gets fricked to death between editions Even when you do find something lol
In my experience, assigning point values to cards is actually good for balance reasons in this sort of thing. It lets card that aren't as good be used on par with cards that are universally thought of as amazing, because how good they are is abstracted somewhat.
Also yeah, edition changes can be a bit of a pain in the ass in war games, but if there weren't point-value comparison formats, games would be unsatisfying as frick most of the time for someone.
>But I don't see how playing out a sort of 10 minute game of speed duel is any more tedious than the way most rpgs already handle encounters.
It's 10 minutes per player Anon or you're leaving people out. It's very different from normal RPG resolution. Have you played table tops or just Yu-Gi-Oh?
Speed Duels ARE faster. If you do it literally though, your card pool is significantly more limited. I like your appreciation for having a character concept work as a unique mechanic though.
Let me give you some examples of what I can achieve by shortcutting some things in my own various attempts to hack this card game into an RPG-viable conflict system:
>No one has to fully flesh out their decklist. They just have and add various key cards that actually add value to a conflict.
>I can say vague things like "I stall for three turns while counters accumulate for this card's effect" and the player will be able to say whether or not your plan works in their immediate response instead of having to play the entire thing out (or visa-versa, they can do this to me the GM).
>I can shortcut adding lots of people into duels by giving them dice values representing their main strategies and signature card, instead of logistically trying to play them all or insert their cards into a duel.
>Because the systems for dueling overlap with the stats used for other actions, people can contribute to dealing with problems in ways that aren't just dueling and it doesn't create more character sheet clutter.
>Aside from their decks, everyone still has unique traits that empowers their various actions, when they become relevant. In and out of dueling.
In the last run of my test games, I had the players and all of their NPC friends stack up against a horde of enemy duelists. And it was dramatic, smooth, and didn't even take an hour. They felt the weight of every contributing enemy in the opposing dice pool, and also the reliability of their friends that were aiding theirs. It was a good time, and everyone was floored that it was that easy.
A thought I just had for a way to potentially do conflict resolution by using actual effects of Yugioh cards would be to do something akin to what Inscryption does with Trials. Basically instead of actually playing the cards, you draw three from your deck and compare them against a certain quality, like total power or cost.
I think you could take that a step further and let certain cards utilize their effects in order to affect things. Cards that let you draw or search could be removed from the pool of three for new card options, or getting a polymerization could let you swap it for a Fusion monster from the extra deck as long as you've got the materials in the deck somewhere.
That could be the goal of hitting various thresholds like getting at least one Spell/Trap destruction or being able to beat over a monster of a certain size. Basically treat it like a mini duel-puzzle where you're basically trying to get rid of a minor opponent's very specific boss monster or floodgate in order to win.
That would work best for cases where a player is trying to duel someone for more minor stakes that would bog things down if every player had to do a full duel for it every time.
Yes you could always rewrite the entire game into a new game. You've now created a game that requires both Yu-Gi-Oh cards and a separate manual for every single one of their alternative texts for your powers and abilities that you've decided on. As a manual process this is unwieldy bad. If you could somehow integrate card recognition on a phone you'd cut some time off but it would still be rough.
If you don't understand how Yugioh works, I suppose it could be confusing to search your deck using a card that searches your deck.
anon, he suggested adding secondary effects to every single card That only work during conflict resolution rather than during actual gameplay.
can you even read? You obviously have no idea how game design works just like the other guy
I think you're reading things that aren't there
There's a japanese card-battle shounen-anime style RPG called Card Ranker, but I don't know anything else bout it other than it's inspired by shows like YGO
I ran into a this issue when I brought it up with a friend. He wanted to play something based on the manga and Duelist Kingdom, while I essentially wanted to take turns playing our decks against a themed antagonist's, where the roleplaying elements add context and a sense of progression to what would otherwise be a series of disparate duels. Unfortunately it fell through because of that. It seems a similar discussion has taken place in this thread.
Instead of taking turns for each player you should have a DM type figure to pilot the rival/antagonists decks. This would probably work better as a 2-player game with just one player as the antagonist and the DM as the antagonist - although you could try to do 2v2 ‘tag team’ duels like they did in the manga/anime.
Progression could be incorporated by slowly gaining access to better cards as you level up. Cards would be assigned a minimum level you would need to be at to play them, and each level would have a maximum total for all the cards in your deck (say, if all the game’s good cards are worth 5 points, meaning you need to advance to level 5 to get them, then the ‘combined deck number’ for level 5 could be something like 40, so you would be able to put 8 good cards in your deck at that level.)
There are a lot of Autists on this website some people's flavors of autism are going to look similar sometimes.
>Creator of Yu Gi Oh dead
>Former PM shot
SOMEBODY MAKE SURE KOJIMA'S OKAY
Who do you think is behind these mysterious deaths? Someone lock that madman up before he strikes again!
I heard that the Abe shooter was someone called Sae Mou Haid
that would require me to own millenium blades, and I'd rather keep both of my kidneys
He killed Abe dumbass
RIP
never played his games
never read the manga
seen parts of the show and the abridged
he sure left behind a legacy to behold
honestly, if you liked the abridged series, I'm pretty confident that you'd enjoy the original run of the manga
Atleast give volume 1 of the manga a try. It's an excellent read on its own and not about the cardgame. He was a brilliant writer
Didn't the manga feature a lot of game ideas and not just the card game?
Yes, that's why I say read volume 1 and see if you like it. Incredibly intuitive games he was able to think up. Many of them inspired by things we have now (tabletop RPGs, lasertag, digital pets) but with his own unique spin on them that are wholly unique. It really is the /tg/ of manga but with incredibly charming characters, before it became about duel monsters (which I don't exactly resent).
The Monster World arc was always one of my favorites since it sparked my own interest in tabletop rpgs, and it says something that Takashi ended the story on what was essentially a far bigger sequel to it followed up one last card game. RIP Takahashi, dude was a true lover of games.
One thing that I really wish we could have known was that one game Yugi was said to have made with help from Kaiba playtesting it. Shit looked so dope.
Frankly, that wheelchair bound vegetable needed to be told to stay in his lane, but nobody wanted to talk back to the darling cripple when he was running his mouth, lest they be seen to be mean.
He was pretty hot on physics.
But when he went out of his area of expertise, frankly he was a rather unbalanced individual, and lacking a more generalized wisdom.
Every time he modulated anything about ethics or the purpose of life I cringed.
Dude would make a pretty good supervillain.
Abe didn't make it.
I thought that you were joking, but Abe really got assassinated
WTF is this clown world that we are living in
The murder-clown world
Yeah shotgun to the chest does that
RIP
Goodnight sweet prince
F
Yu-Gi-Oh! will not be replicated.
Why the frick are so many people dying all of a sudden in Japan? Abe, this guy, it's weird.
muira too
some game dude is probably next, removing all pillars of constancy like that mangaka warned was happening in manga and anime, about the "foreign influence" that killed AoT
oda or miyamoto or la creatividad maybe?
stuff tends to happen when those european style socialists start shitting a place up
old guard dying in accidents and leftoid assassinations while the media becomes a pozzed parody of itself
i literally just watched it happen to four other powerhouses in 10 years
Jesus christ dude, shut the frick up
Don't invoke what you don't believe in to dismiss what you pretend not to see.
You don't even have a fricking excuse to be so willfully moronic when we live in the information age, you have to straight up try to be a fricking moron.
This very hobby board is a victim of the same dogshit that they are ACTIVELY b***hing about over there.
The very thing that Ganker Ganker and Ganker are b***hing about as we speak, and have been for years.
You being histrionic and slow witted doesn't make the wheel stop turning.
i wasn't that anon and you need to take your shitty blogpost and frick off leave, or reddit, whatever you prefer
>la creatividad maybe?
Kojima & Tarn Adams will live forever as cyborgs, they're clear candidates for AI replication
I like Tarn but Kazuki was twice as brilliant as those two combined, and with not even an ounce of the pretentiousness hideo has
>day old thread
>137 replies
sad, yugioh is really dead
More like /tg/ is dead.
This is what happens when you have a board that cares more about fantasy cliches than actual games.
why would anyone waste his time on a board without ID?
I get Ganker it's for porn and memes but this?
Without IDs you're wasting time 95% of the times.
You wish that was the case! For every elf hate thread you see a dozen or so promoting stuff like combat wheelchairs.
You're wrong, and more than that you're missing my point. People are obsessed with the aesthetics of fantasy and arguing over how it should be done instead of creating anything themselves.
>same day that Japans former PM is shot
Pure coincidence right?
F
>147 posts in a sticky
Embarrassing that they actually bothered to sticky this up. Clearly no one cares.
Everyone already said their piece on Ganker, this board was just far too late to the party
90% of this board are consumer dullards completely ignorant of things outside of arguing about what shit to buy from either GW/WOTC
It's amazing how he went from nothing to worldwide celebrity and billionaire just by putting pictures on cards.
F
One day and two most recognisible Nips are dead
Him and Shinzo Abe in the same day?
Japan is fricked....
Just special summon him from the graveyard
Magic has countless fricking infinite combos and the stack is insane for allowing solitaire more than Yu-Gi-Oh's chain ever will.
At least the chain stops you from adding to it once it starts resolving.
YGO has its own problems but MTG's problems step from the most uninspired art ever imagined. I'm pleased I play YGO and not some shit game where every other creature is some smiling, confident pose minority in a digitally painted photobash.
That aside, this shouldn't be about you homosexuals cardgames, but about this amazing legend who designed games and wrote stories that are undeniably precious to many and alot better than the paperback trash many of you probably read.
Magic still has tons of good art, and they are far more inspired than the average cookie cutter generic e-girlbait or bland space robot dragon on Yu-Gi-Oh's side
Interesting how the Ganker sticky shows that according to his instagram the guy was still designing games with cardboard and a 3D printer. He really was an IRL Yugi, just a guy that loved obscure games. The friends he played those games with must be devastated at the loss of their friend.
Anon… one of the callback lines to Yugi during 5ds was that he did another table top game that even blew Pegasus and Kaiba out of their minds, but Duel Monsters was so predominant to the entire planets culture and economy that nothing could ever flourish ever again not even that game with the backing of the 2 people who own the world.
But there was also some to be said about Mako, and that Kaz personally asked Konami that Umi to remain relevant.
He even had a short comic on his instagram about a fisherman that drowned. Man really found the ocean fascinating, probably would've killed him one way or the other even if he hadn't died the other day.
shit that is heartbreaking. I wish he was still around to see how games evolve in the future. I know some of his stories involved VR, and I imagine he would have loved seeing how it developed over the years.
VIRTUAL SYSTEMS READY
So what would be the best way for Konami to honor this man? I want to say releasing Magi Magi as a shop promo should do it
RIP King of Games.
If anyone is interested, I'm posting the manga right now.
I think we should all stop playing Yugioh, out of respect. Let it die with him, y’know?
>out of respect
And also because frick Konami
This is as good a reason as any, tbh. Why give those hacks your money when dorks on the internet will let you relive playing Yu-gi-oh with your friends online for free?
I want off of Hideo Kojima's Wild Ride
This game is shit so who cares
What isn't?
F
>Canadian Highlander?
No. Not like Canlander. Canlander's point system is to limit how many high value cards you can put in a deck. My point system experience for this is "each card gets assigned values based on how many points its highest stat is, or what kinds of effects it employs." And those values set what kind/how many dice are rolled when you introduce those cards to the conflict. Cards with big bodies have bigger dice. Cards with longer-lasting or bigger-impact effects on the board have better dice than minor effects like "draw a card" or "increase attack points slightly."
Because DOGS is a system where you bet what you roll from your dice pool, you want to have better quality dice to try to overwhelm or refute your opponent, but there's still value in playing weak monsters with add-on little effects to give you multiple small dice to your pool. It can help you shore up a less painful defense in terms of giving up better dice, and you don't ever want to run out during the conflict before your opponent gives unless you have a reason to accept losing.