The card game Yu gi OH, was awesome, I feel like we won't ever have something alike, and I'm not talking about the game today which in my opinion is fucking boring, with cards filled with text and so many things happening that if you don't know the game is very hard to get into.
I'm talking about how awesome yugioh used to be I miss doing small cute combos with change of heart then sacrificing, I miss hoping for a monster reborn or a mirror force to turn the game around as your oponnent had a high level monster in play, I miss calculating the attack points necessary to make my opponent loose in a certain turn. I get that yugioh back then was kinda basic, but that is exactly why it was so great, it was easy to get into and fun to play, I know that the competitive aspects were messy back then, that some cards were meta and there was nothing to do when playing competitive, but at least you had the option to try and play out of meta and still have fun, nowadays if you play yugioh out of meta, or you don't know many cards you are royaly screwed, and in like 5 turns you may loose... What I'm trying to say is, I wish a game like old yugioh was around, cause new yugioh is terrible and not fun at all, at least for me. I know there are formats built around old yugioh cards, but is not the same as a whole game with this characteristics, mainly cause people that play these formats, already know the best decks, and sometimes the cards due to being old are hard to find, so the magic is kind of lost there. What do you think? Do you agree? Do you disagree? Do you hate me?
To start, every playable character would be a beastfolk/uplifted animal. Since the setting would be in an area on/around a farm some of your choices would be among animals such as Cattle, Sheep, Goats, Horses, Donkeys, Llamas, Alpacas, Chickens, Ducks, Pigs, Dogs, Cats, Rabbits, Ferrets, Mice, and Bees. There’d be antagonistic animals such as Raccoons, Coyotes, Cougars, Snakes, Weasels, Rats, Crows, Bears, Alligators, Crocodiles, Locusts, and Hornets. You could also toss human hunters into the mix. And then there would be miscellaneous animals outside the barnyard fence that could either be a nuisance or an ally depending on how they feel towards you such as Foxes, Badgers, Pigeons, Sparrows, Owls, Geese, Moles, Gophers, Beavers, Muskrats, Squirrels, Chipmunks, Skunks, Shrews, Deer, Moose, Otters, Hedgehogs, Frogs, Anoles, Geckos, Turtles, Moths, and Spiders.
In a Barnyard setting the animals typically won’t hold conversations with a human since it would cause a panic to see an animal walking and talking. So there’d need to be a mechanic for disguises in order to speak with humans. But for the most part you will be attempting to form more alliances with other animals to help protect the farm animals and it’s crops. Interactions between other animals would depend on your species and where you fall on the food chain. Many animals will ask you to complete various tasks, with some tasks that will make you stray far from the safety of the barnyard. You’ll also scrounge around or “purchase” items from other animals for the barnyard to set up night parties.
I might be bad at getting this idea across but let me try. Like anything gods tend to fall into certain aesthetics or thematic groupings. Like for example, it might be Olympian humanoids where each one embodies some concept or whatever, there's one for everyone. Big brawny god of war, sexy god of love, etc, pick your patron. Very popular. And you have the "Christianity but not really" aesthetic, monotheistic possibly real god, one huge possibly good possibly corrupt church. Inquisitions and crusades etc. Might not be the only game in town but the locally relevant one. Then you have the generic Lovecraftian types, all unknowable motives, squids and fungus, if capable of being placated or worked with it is probably through some horrendous sacrifice. Dark uncaring cosmos.
So what I am asking is, what are thematic/aesthetic groupings you think it is cool to dress gods up in, or ones that are just more unique? For example, the Carnacki stories could be considered a kind of Lovecraft predating Lovecraft, envisioning a cosmology in which the atmosphere itself is suffused with progressively larger and more malevolent spiritual entities which exist as intangible clouds of aether and feed on the souls of humans. Rather than the alien-ness of Lovecraftian gods, Carnacki "gods" function more like huge ghosts, haunting people and requiring exorcisms and ghost-adjacent ritual protection, not to mention hope that if all goes wrong the nebulous and mysterious powers of good might show up to lend a hand.
Gygax: >While (Basic) D&D campaigns can be those which feature comic book spells, 43rd level balrogs as player characters, and include a plethora of trash from various and sundry sources, AD&D cannot be so composed. Either a DM runs an AD&D campaign, or else it is something else. This is clearly stated within the work, and it is a mandate which will be unchanging, even if AD&D undergoes change at some future date. While DMs are free to allow many unique features to become a part of their campaign—special magic items, new monsters, different spells, unusual settings—and while they can have free rein in devising the features and facts pertaining to the various planes which surround the Prime Material, it is understood they must adhere to the form of AD&D. Otherwise what they referee is a variant adventure game... >Because the integral features are known and immutable, there can be no debate as to what is correct. A meaningful dialog can be carried on between DMs, regardless of what region they play in. Players can move from one AD&D campaign to another and know at the very least the basic precepts of the game—that magic-users will not wield swords, that fighters don’t have instant death to give or take with critical hits or double damage, that strange classes of characters do not rule the campaign, that the various deities will not be constantly popping in and out of the game at the beck and call of player characters, etc. AD&D will suffer no such abuses, and DMs who allow them must realize this up front...
Moldvay: >The D&D game has neither losers nor winners, it has only gamers who relish exercising their imagination. The players and the DM share in creating adventures in fantastic lands where heroes abound and magic really works. In a sense, the D&D game has no rules, only rule suggestions. No rule is inviolate, particularly if a new or altered rule will encourage creativity and imagination. The important thing is to enjoy the adventure.
How do you create important local artifacts and locations and weave them into your game?
For Example; Local statues, roads that may be haunted, places of local history that may be of interest, objects out of folklore or tales, things generally sites worth searching out.
I've been working on filling my world with smaller things than just the Moai and Stonehenge; like a particularly comfy bench that may be magical, or a shop that sells dolls but isn't staffed by anyone. They don't all have to be magical, some of them are just rumor like a well that will guarantee your marriage or if you eat fruit from a particular tree you'll go on a great journey.
Feel free to share any you're particularly proud of.