There's no convenient way to play cards in Cantr, but I had an idea. If an external website could be found, where you could get a free account anonymously and meet people in "game rooms" to play against them, there could be an envelope in the came called "deck of cards" or something, and inside OOC instructions on how to access the game room. The game could be played in the game room, while the characters role-play playing the game in Cantr. Just a thought, and I'm not sure if any such external sight exists. Curious as to what everyone thinks.
(could be applied to games like chess, checkers, etc also).
Cards
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- computaertist
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Re: Cards
Mark Twain wrote:Truth is stranger than fiction, but it is because Fiction is obliged to stick to possibilities; Truth isn't.
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Re: Cards
I don't like the idea of bringing an ooc game into the cantr environment via other game rooms.
I would much rather see cards brought in some way much like the dice have been. However, I don't have a suggestion on how and don't know the best way to go about doing so. I LOVE the idea of bringing cards into the game some how just not through ooc game rooms
I would much rather see cards brought in some way much like the dice have been. However, I don't have a suggestion on how and don't know the best way to go about doing so. I LOVE the idea of bringing cards into the game some how just not through ooc game rooms
- Swingerzetta
- Posts: 615
- Joined: Mon Feb 11, 2013 11:21 pm
Re: Cards
I feel like a card deck wouldn't be too difficult to arrange in-game, but once I started thinking about it, it seems like a bit of a stretch that Cantr would have earth-like cards, with the compatible games. Playing cards are steeped in so much history and culture, which they couldn't have in Cantr. Seems like it'd be better to have systems for games that can be invented and tweaked as their culture develops.
I hope it's alright if I treat this post like a suggestion...
One idea is that cards could simply be a collection of notes that are stored in a 'deck' or a 'stack' or something, instead of an envelope.
-When you go to remove them, it acts like a container, but instead of listing each note individually, it just lists the number, and you can extract however many you want, or select a nearby recipient like in the Give menu.
-The order they went in is remembered, and they come out in reverse order (put one card down, then take one card, and it'll be the one you just put down)
-Decks could be shuffled with an action button
To make card decks, you'd make a note for each card and store them in a deck. Easy!
To play card games, most would involve multiple players, at least two decks, and a lot of storing and unstoring 'card' notes.
I hope it's alright if I treat this post like a suggestion...
One idea is that cards could simply be a collection of notes that are stored in a 'deck' or a 'stack' or something, instead of an envelope.
-When you go to remove them, it acts like a container, but instead of listing each note individually, it just lists the number, and you can extract however many you want, or select a nearby recipient like in the Give menu.
-The order they went in is remembered, and they come out in reverse order (put one card down, then take one card, and it'll be the one you just put down)
-Decks could be shuffled with an action button
To make card decks, you'd make a note for each card and store them in a deck. Easy!
To play card games, most would involve multiple players, at least two decks, and a lot of storing and unstoring 'card' notes.
- LittleSoul
- Posts: 435
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Re: Cards
Marz wrote:Why not add an "pick a random note" option to envelopes?
It would enable making custom decks and lotteries for everyone.
Wow, a much more simple and effective way to code it.
Not only is this easy to do, but it does what it's supposed to do just as easily too.
Only requires one new feature, and everything else is already there. I could make this in less than an hour.
Someone needs to put this in suggestions so it can be seen and made, I'm dying for more games in cantr..
And gambling.
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- Posts: 79
- Joined: Thu Aug 06, 2015 1:22 am
Re: Cards
I really like the idea of a random-draw. The only remaining problem I can see is that notes are copiable, while we wouldn't want playing cards to be copiable (at least, not mid-game!). Same is a fortiori true of trading cards (which would also be an awesome rp item.
- Marian
- Posts: 3190
- Joined: Thu Dec 15, 2005 12:16 am
Re: Cards
It would be so easy to cheat the envelope thing, though. No one can actually see you taking a note, or which one it is.
I think I'd be pretty happy with cards that work just like dice. Or maybe instead of numbers there's simple, vague images that make sense in the Cantr world. Instead of spades and hearts you get mountains, plains, swamps, islands...oh wait, that's another game entirely, whoops.
So let's just say it uses concepts every character is aware of instead. The diamonds could stay, but we'd need a Leader of Sleep and a Two of Crossbows. 
And of course they'd be usable for more than just games. I've seen that somebody's been spreading RL tarot cards around Cantr, it'd be so much better if they were encouraged to come up with their own system.
I think I'd be pretty happy with cards that work just like dice. Or maybe instead of numbers there's simple, vague images that make sense in the Cantr world. Instead of spades and hearts you get mountains, plains, swamps, islands...oh wait, that's another game entirely, whoops.


And of course they'd be usable for more than just games. I've seen that somebody's been spreading RL tarot cards around Cantr, it'd be so much better if they were encouraged to come up with their own system.
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- Joined: Thu Aug 06, 2015 1:22 am
Re: Cards
I guess it is also possible to shuffle cards by using a not-in-game randomiser, and to deal them into separate envelopes, which would be people's hands.
For example, if I have 52 notes, each representing a particular playing card, but with identical titles that don't betray the content of the card, I can use an online randomiser to deal out a hand of 8d52 (e.g., if I roll a 4, I send the fourth note in my inventory into an envelope called "Character 1's Hand")... I guess this shuffling system would give the dealer some considerable chance at cheating, but if you had a non-player dealer it could work?
I think I've figure out a simple, 4-player, 16-card game that should be fairly fun and easy to teach, and that would actually fit my character and his setting pretty well... Maybe I'll try it out and report back. If he can find 4 wakeful people to humour him!
For example, if I have 52 notes, each representing a particular playing card, but with identical titles that don't betray the content of the card, I can use an online randomiser to deal out a hand of 8d52 (e.g., if I roll a 4, I send the fourth note in my inventory into an envelope called "Character 1's Hand")... I guess this shuffling system would give the dealer some considerable chance at cheating, but if you had a non-player dealer it could work?
I think I've figure out a simple, 4-player, 16-card game that should be fairly fun and easy to teach, and that would actually fit my character and his setting pretty well... Maybe I'll try it out and report back. If he can find 4 wakeful people to humour him!
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