Entities
Ghosts, demons, legendary creatures, and monsters.
Playground / In development / Game system
What happens when folklore becomes a system you can play?
Working title. The rules below are exploratory, not final.
Current system map
Lore informs the mechanic; the mechanic changes a decision. This is a working model, not a finished card or balancing system.
The idea
I wanted to build a game where the creatures were not only illustrations and the exorcists were not only character archetypes. The interesting part was deciding what each thing could do, what it should cost, what could control it, and what happened when the rules of the world became rules at the table.
The concept includes ghosts, demons, legendary monsters, exorcists, protective items, and locations that can affect play.
Card families
Ghosts, demons, legendary creatures, and monsters.
Characters with different ways to interact with or control entities.
Protective objects, ritual tools, weapons, and charms.
Places that change the conditions of an encounter.
What I am testing
Exploratory mechanics include resources that accumulate across turns, stronger entities with higher costs, control and sealing, backlash from unstable entities, temporary suppression, and cards that change the conditions of an encounter. None of these has final values or balancing yet.
I am less interested in collecting monsters than in making the lore affect how the game behaves. If a creature is dangerous or difficult to control in its story, that quality should survive translation into the rules.
What I want to learn
A character can feel dangerous in a story because the writer says so. In a game, the rules have to make the player feel it. I want to learn how much narrative can survive inside a rule system.