The reason I went with Journeys is because each set (let's say 9 card) is its own journey end-to-end with multiple endings/conclusions.
Similar colors to QOC (black, white, yellow) and the same kind of "humor" on all the cards.
You'll notice the Item card has key words. These are important for conditions in the Journey card. For example, if you fall the "Throw a Shoe" option, you can have another chance if you have a "Throwable" Item.
Journey Card options are evaluated by adding the attributes on your Character Card (e.g. spades, clubs) + 3d6. If it's equal to or higher than the required value, then it's successful and you go to the Journey Card noted by the O. If it fails, you go to the Journey Card noted by the X.
Each Journey Card has an icon on the top right. That is the "Luck" attribute. You discard cards from your Character's Draw Deck until a suit matches or you choose to stop. A matching suit allows you to re-roll any 1d6. If you've run out of cards in your Draw Deck, you are exhausted and the Journey automatically ends.
The hardest part will be creating this multi-branch Journeys. I'm still ironing out details, but this "cat in the tree" will likely be the first one and y'all will be the first to try it out.
John Ricker
2023-06-06 03:22:17 +0000 UTC