System Hack: Using Playing Cards

Welcome to another System Hack! Way back when I gave an intro to how to use dice and dice statistics in your game designs. This is in some ways a sequel to that article, but given the design assumptions of RPGs it also plays a very different tune. We use dice in RPGs because large swathes of our game mechanics are predicated on the probability of something happening. Success, failure, or something in between is determined by odds that reflect the internal consistency of the setting. This, like so many norms in gaming, comes from wargames and isn’t particularly necessary in many game designs. We have gotten through the checkpoint of ‘you don’t have to use dice’ but the result has been, merely, diceless games. What if we play differently, and steal a deck of cards from the poker set instead of stealing dice from Monopoly?

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