On 2009-04-13, John Adams wrote:
"I think the ideal for me is when playing hard for my guy winning (or me, the player, winning) results in coherent SIS."
"Actually, jeez, imagine a game where you don't describe your characters actions - you just have a bunch of tarot like cards, and on your turn or whatever, from your hand of them, just put one or a few of your choosing onto the table...that's all you get to do. No talking about what your characters doing."
You just described the game I'm working on, even though that's not quite what I intended, that's how it plays in early playtests. And you know what? It feels like a card game. Total disconnect with the SIS, which is the big design problem I'm working on now.
Once again, Vincent delivers with a topic that is exactly what I need to move forward ...