Card Creation

A Matter of Balance [Forge #13]

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With Expansion development in full swing, we thought this might be a good time to talk about what makes for a well-balanced quest, Encounter card, Ability, or Loot card. 

As with many things, it's often easier to convey what makes for an unbalanced or broken mechanic than for one that works well.  Here's a short list of what NOT to do:

  1. Make an item or custom Loot card that repeatedly does more damage than many ability cards.

  2. Make a Loot card that can be used to cancel all damage to an adventurer multiple times in a quest.

  3. Craft an Ability with too many conditions to use. Ex. play a Tier II loot and roll an 11+ to play. A good Ability will work 50% or more of the time.

  4. Require a lot of record keeping during the quest. Remember that taking notes can extend length of play, and that unless you have a ton of tablespace, large parties are working with limited real estate.

  5. Introduce a lot of extra rolls to combat. Making an Encounter card that requires all players to roll to avoid a surge effect, then placing 3 such enemies in one battle means that when every 3rd round hits, a party of 6 has a minimum of 24 rolls they'll be making. That's tedious, even if each person has their own die. Heaven forbid you're limited to using the 1 that came with the game!

  6. Create a Loot card that can be used each round (armor, a weapon), but that requires a roll to determine success (ex. roll 8 or above to cancel 2 damage). Your party members probably don't want to roll 3+ times a round. Remember that all other players are waiting while that guy with the armor and sword is rolling to determine success.

  7. Limit healing after combat too much. I (Greg) stand guilty of doing this on the first draft of the first quest I ever wrote. The Boss battle (Tier 5+) is probably going to deal 5-6 damage during the first 2 rounds. If the party isn't at full health, adventurers will be lost early on, and the Encounter is probably unbalanced.

 So what does a balanced Ability or Loot card look like?

  1. It keeps in mind existing cards and strives to match them in relative degree, though perhaps not effect. For example, some of the most powerful ability cards require a roll of 10 or higher to use. Their high power is balanced by the fact that they will fail 50% or more of the time. Remember that on a 20 sided dice, each point equates to a 5% probability. Some of the cards that do a lower amount of damage (2 points) have a high chance of hitting, with a target number of 6 or above (70% success rate).

  2. It strives to keep any one adventurer or ability type from becoming clearly more powerful than another.

  3. It keeps play speedy--this is why most Loot automatically succeeds, rather than requiring a roll for success like abilities.

  4. It enables party members to amplify each other's abilities or compensate for weaknesses.

We hope we've given you some things to consider in your card and quest creation. Happy Questing!

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Using the Vaults [The Forge #12 ]

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We're coming up on a year's worth of "Vault" and "Forge" entries. As you can see from last week's "Index to Forge and Vault", that's a lot of content. 

So how do you use it if you're going App free and using GM Mode?

How can you use it if you're an author? 

View on, dear quest creator or GM...

Let's say we print out our series of Vaults with the Bandit Encounter deck theme.  At the present moment, you'd probably want to do this by copying and pasting into Word, adjusting the margins to 0.5, and standardizing the font.  I was able to get 3 of the 4 Vaults on Bandits to fit on one standard sheet of paper this way. If we're seated with our friends and want to go in GM Mode (no app), we can choose prompts from these Vaults to craft a quick adventure.  If we're very adventurous and our GM is a pro, we can just roll a d20 and improvise. So we rolled on the Bandit Plot Vault (Honor Among Thieves) and got a 12.  "Drug War" it is!  We mark it with a clip and read the intro description...Only drawback of the clips is that they do slightly bend the paper (as you'll notice on the pics). 

Bandits_7.jpg

Next we'll give some identity to the Boss behind the influx of addictive magical drugs.  We roll on the Bandits' Title Vault (Onerous Outlaws) and get an 8. The crime lord known only as "Sneakhand" is our foe,  and they will try and steal loot from our intrepid adventurers when first they meet. We mark him or her with a clip and move to the next Vault to select some custom Loot items and Locations for our quest... 

Bandits_6.jpg

Most quests average 2-5 battles.  Our group prefers 3 (including the Boss battle), and it'd be nice to have some interesting new Loot after each of the battles leading up to the showdown with "Sneakhand". We roll two d20s and get a 9 and 20. The "Sneak Shoes" seem apropos to the Boss.  Perhaps they will let us make a "Stealth" check to get the drop on him at the outset of the final battle. The "Marbles" are a risky item to use, but "Sneakhand" clearly isn't paying his employees well enough for them to have any quality gear. Our final Bandit Vault will provide some locations for our adventurers.

Bandits_5.jpg

We have three adventurers, so it seems appropriate to roll 3 d20s for our locations. This Vault was the only one that wouldn't fit on one page, and the last roll was a 20--the False Wall. Reinforcements will come to "Sneakhand" in the form of two extra Tier I Bandits during the final battle, but only our GM should know this.  Our other two rolls were a 5, the "Toll Bridge" and a 15, the "Forest Hideout". These give us some interesting roleplaying and combat scenarios.  

Do we pay the Bandits' toll at the bridge and follow them back to the Forest Hideout? Do we defy their extortion and do righteous battle? Do we attempt a skill check to sneak around the bridge? So many possibilities...

At the "Forest Hideout" we'll be faced with the choice to take the fight to the high ground or risk the lethal bows of the bandit archers. And then we'll have to face "Sneakhand" in his lair, with it's "False Wall" and reinforcements. 

Bandits_8.jpg

And it's that quick and easy! If you were crafting in the Creator you could go the Vault pages and copy and paste the scripts, shortening your workload.

If there is interest out there in creating an easily printable and more GM friendly pdf of the Vaults and Forges, let us know in the comment section below.  We could throw something up on DriveThruRPG.   

Like this? Consider sharing or Tweeting it, or joining the weekly Quest Crafter mailing list for more writing inspiration.

Have an idea for the next Quest Crafter or feedback on how we can make it more useful to you? Email us at Authors@Fabricate.io or leave a comment below.

Advanced Card Creation [The Forge #11]

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This week we're going to expand upon "All in the Cards" [The Forge #10], wherein we took the Card Creator out for a spin. We're going to add two capabilities to our repertoire today:

1. Adding Art to the cards.

2. Using the "Encounter" tab to custom craft your own Adventurers.

Onward with the Art!  To add an image to a card, add an "Image" column to the Encounter table.  Then use the art files in the existing Expedition database to find the piece you want.  You'll want to put the name into the column space, deleting the PNG from the name of the art.  Observe in the pic below on the final line:

CardArtCreator.PNG

And here is how it looks when the hound_of_tindalos is entered in the image column for our custom "Dragoncursed" encounter card.  Note that if you have any text in the surge column, you'll have to change the formatting or omit it.  I left a standard surge entry in place to show you that without this change to surge, text will bleed over on top of the art. 

CardArt.PNG

At the present moment, it is not possible to add your own art to the repository--you are limited to what we've provided.  This is due to copyright concerns, formatting issues, etc. 

Now on to Custom Adventurers!

The Adventurer tab in the spreadsheet for Cards does not allow addition of passive abilities or changing the health track.  To do that (as we did in the Level II Adventurer cards that appeared in the Expansion Survey), you can create the adventurer under the Encounter tab.  This will allow you to enter a passive weakness or strength, increase the health bar, and even put in a Surge (not recommended, but possible). 

Here's how it looks in the spreadsheet:

AdvII.PNG

And now how they look in the Card Creator:

AdvII2.PNG

We hope this gives you ideas for extending your fun with the game and creating new content (both cards and quests)!

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All in the Cards...[The Forge #10]

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Hail Quest Crafters! We're tackling something completely different today--how to make your own cards in the Card Creator. It's fast, it's easy, and it lends endless variation to Expedition bounded only by your imagination. Let's get to it!

The first thing we'll do is go to the Card Creator from the webpage and also the Example Card Sheet in which we'll need to enter all our data.  As the Github guide states, copy that sheet into your Google Drive folder (File--> Make a copy).

Below we've chosen the "Loot" subsheet/tab at the bottom of the Google spreadsheet and created our custom Loot in each of the fields.

We do want to warn you that there are two scripting conventions you may have used in the Quest Creator that may cause you some problems if you use them in the Card Creator:

  1. In the Quest Creator we've used the :music: script to get a music icon to appear. Use of : in the Card Creator will cause the text afterword to be placed all in CAPS, it will NOT get us an icon. If we want the icon for music to appear in the Card Creator, we need to use a # prior to the type of icon we want. So #music gets us the desired icon in the Card Creator.

  2. If you leave an empty row between entries (ex. you delete everything in "joined chant" row in pic below), nothing beneath the empty row will appear in the Card Creator.

After we've made all our cards, we want to select the URL at the top of the page of the Google Sheet and copy it.

Cards1.PNG

After we've made our Google sheet, we want to go to our browser window where we have the Card Creator opened. You'll notice at the top right-hand side of the sheet there is a drop-down menu. We want to select "Custom".  It will give us a box where we will paste the URL to our spreadsheet.  That is shown below:

Cards3.PNG

Now that we've pasted our URL, we need to reload the page. If we want to narrow down our look at our created cards (say, to look only at the "Loot" sheets), we can select the card type from the drop-down menu at the top left, but we need to refresh the page from the reload button by the URL at the top left, NOT from the icon next to the ? icon on the right. 

And just like that, we have our new Loot items, the Scroll of Precision, Gauntlet of Change, and Quiver of Elemental Arrows, as you can see below...

Cards5.PNG

Easy peasy, just as we promised.  It takes far less time and learning than creating a quest for the app (though we have shown a way you can quickly craft a quest in about 70 minutes, or come up with a mad-lib style plot for GM-mode [no app] in about 15 minutes). 

Now print those cards from the web with Ctrl+P or Command+P . If you're running Expedition as a GM instead of from a created quest in the app, this is a perfect way to add new enemies, abilities, and Loot.  Maybe now you'd consider crafting an adventure to share with the community!  Show off those shiny new cards!

Like this? Consider sharing or Tweeting it, or joining the weekly Quest Crafter mailing list for more writing inspiration.

Have an idea for the next Quest Crafter or feedback on how we can make it more useful to you? Email us at Authors@Fabricate.io or leave a comment below.