Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
Sorry Deus, you know how it is with the thread being allergic to Formations and all that :V

But yeah its genuinely feasible if we invested the AP into making it work at some point before Cyan I think
 
I mean if we proposed the idea to the Bao that we know it might work although I wouldn't trust Ling Qi with drawing such a thing.
 
I mean if we proposed the idea to the Bao that we know it might work although I wouldn't trust Ling Qi with drawing such a thing.
Then the Bao get proprietary rights and control over the good into perpetuity since theyd be fronting the labor, distribution, and initial costs

Which is to say, copyright might not even be a thing so let's not try and push our luck on that making the Bao even richer with a good idea they havent tried yet
 
I am now suddenly possessed of a desire to see omake about a Yu-Gi-Oh!-style anime where instead of playing Duel Monsters they're playing the Forgeverse TCG. I assume the entire fanbase argues about whether or not Cai Shenhua is OP bullshit that deserves a ban.
 
Any sort of Forge/Threads card game would have to be a board game, not a TCG, doubly so if it was happening in-universe. The big appeals of the cultivation genre are "finding a Way" and "dealing with good and bad luck," both of which aren't as present in the bounded environment of "you have a deck you built previously." Putting it in a board game context lets you do things like introducing a larger quantity of drafting (to simulate you not getting to "pick an origin" and to add variety in which Arts and Insights you pick up along the way), and it means you can put a greater emphasis on the environment in gameplay. The timescales involved in cultivation ensure that even future Whites have a prolonged period where they're relatively weak and helpless, being buoyed around by the vagaries of chance and circumstance, and you'd want that to be an integral part of the game. So Sects and Barbarian invasions and Whites would all be environmental cards, which your players can barely influence until they get to seriously impressive levels of power.

And if it's in-universe, then the Imperial authorities want to put people dreaming of cultivation in their desired context: you go to a Sect, you train, and then you serve a lord. A TCG puts things more in the context of unattached wanderers or hermits, and producing a piece of popular media that glorifies Problems to the Imperial Throne is yet another way to get uncomfortable visits from men in fancy robes who smile a lot and ask very pointed questions.
 
In addition, the Outer Sect grounds contain curated trial and tribulation opportunities for cultivators of every stripe with only minimal risk of lethality.
The Medicine Department: It is a grim truth of the world that in the course of defending our beautiful province, injuries and maimings both abound. Thankfully, our skilled and talented medical staff are on hand to provide for our brave soldiers. The Argent Peak Sect's medical department offers a full route of support through all levels of the Imperial Physician exams, in addition to plentiful experience in the field.
Translation: Our disciples get mauled a lot. Don't worry, they mostly survive.
 
Any sort of Forge/Threads card game would have to be a board game, not a TCG, doubly so if it was happening in-universe. The big appeals of the cultivation genre are "finding a Way" and "dealing with good and bad luck," both of which aren't as present in the bounded environment of "you have a deck you built previously." Putting it in a board game context lets you do things like introducing a larger quantity of drafting (to simulate you not getting to "pick an origin" and to add variety in which Arts and Insights you pick up along the way), and it means you can put a greater emphasis on the environment in gameplay. The timescales involved in cultivation ensure that even future Whites have a prolonged period where they're relatively weak and helpless, being buoyed around by the vagaries of chance and circumstance, and you'd want that to be an integral part of the game. So Sects and Barbarian invasions and Whites would all be environmental cards, which your players can barely influence until they get to seriously impressive levels of power.
That just means it should be a deckbuilder style game instead of one where you make a deck ahead of time. A competitive deckbuilding portion, then duels. Basically like drafting in MtG, maybe with a bit more direct player to player interaction during the drafting portion.
 
That just means it should be a deckbuilder style game instead of one where you make a deck ahead of time. A competitive deckbuilding portion, then duels. Basically like drafting in MtG, maybe with a bit more direct player to player interaction during the drafting portion.
Yep, which encourages people buying up a larger and more diverse collection in order to plan around plans around plans and try to adapt to local meats.

The point is to make money, not lose it on some ill thought out attempt to being mechanically accurate to real cultivation

It literally defeats the point

You can make art, you can be popular, or you can make money.

Choose two.
 
"Let's sacrifice making money through cheap and exploitative methods for introducing Cultivator monopoly so as to increase the number of blood feuds in the Empire and make little money at all" is what you're saying

So

Hard pass

To be blunt, I don't know where half of this sentence's descriptors are attached. Which game has cheap and exploitative methods? Which one introduces Cultivator monopolies and which one increases blood feuds? From context, I'm pretty sure which one you think would make less money, but...

My central point is that a TCG does not capture the central appeals of a cultivator setting. Would it make sense to make a TCG of a Wild West shoot-out? No, because those are brief and very fast, where TCGs are more inclined to variable-pace resource economy management scenarios. What about a giant robot fight? No, not really, because the two genres are Super (asymmetrical combat of smaller numbers of super robots generally against monsters) and Real (militaries fighting with large numbers of more fragile robots, usually in space), where Super runs into similar "this doesn't really do long-run resourcement management" problems and Real wants to do too much resource-management instead.

But what about two dueling wizards? There's a reason Magic the Gathering and Yu-Gi-Oh and Hearthstone and Shadowverse are all relatively enduring TCG, just off the top of my head: there's a neat intersection between how the game mechanically works and how the image of the scenario appeals. Even Pokemon the TCG is basically in this thematic paradigm, for all that "wizards" aren't involved anywhere in it.

You said "make art, be popular, make money, pick two," but the three large-scope legs of game design are "appealing image, good mechanics, can make money," and you have to have all three. If I'm neglecting money, then you're definitely neglecting image appeal considerations.

(Also, none of the business side matters if the government censors it for subversive thought, which I don't think you're really adequately considering.)

That just means it should be a deckbuilder style game instead of one where you make a deck ahead of time. A competitive deckbuilding portion, then duels. Basically like drafting in MtG, maybe with a bit more direct player to player interaction during the drafting portion.

But the thing is, in a cultivation game, you can't draft once. You have to continually do it. What's your starting character situation vis-a-vis family and Talent and Sect? Which Arts do you pick up, first early and then later? What events are happening in the world around you? Which Insights emerge from your situation?

And if you're drafting constantly, that's not even a deckbuilder, that's a board game. So make it a board game.
 
Last edited:
And so what?

The point isnt capturing the appeals of the setting

Its capturing the appeals of the money held by the inhabitants of the setting

Which is very appealing on it's own merits

The indirect argumentation approach doesn't seem to be working, so let me be briefer: people don't want to pay for bad games, so a game without a good immediate appeal does not sell. Your game can be so good that it diverts Whites from ascending and it's still not going to make money if people never pick it up.
 
But the thing is, in a cultivation game, you can't draft once. You have to continually do it. What's your starting character situation vis-a-vis family and Talent and Sect? Which Arts do you pick up, first early and then later? What events are happening in the world around you? Which Insights emerge from your situation?
The drafting would be deciding your ancestral arts and talent, and further learning would be abstracted into draws and cards played. Events could have their own deck, or be included in the players'. I am envisioning something more boardgamey than TCG though, like Cards Against Humanity.
 
people don't want to pay for bad games, so a game without a good immediate appeal does not sell
Uhhhhh...

The concept as outlined has an appeal?

Just because you dont like it means it doesnt exist. The question is enough people would buy into it to be worth the investment, and your generic reinventing of the game of life would be even less profitable in a fantasy death world than it is in real life

People dont play board games or tcgs for realism

They do it for fun and bragging points and if they look cool doing it?

Even better.

Your game can be so good that it diverts Whites from ascending and it's still not going to make money if people never pick it up.
Oh hey an argument made by someone who's never heard of a TCG before I guess
 
Last edited:
your all dumb, trading card games? board games? in a xianxia world ! have you no imagination?

no. Hunger games, orphan brawls, quiditch on giant flying mounts! chess! but with actual people, and they fight when you move them into position .

hohohohohohoh
 
your all dumb, trading card games? board games? in a xianxia world ! have you no imagination?

no. Hunger games, orphan brawls, quiditch on giant flying mounts! chess! but with actual people, and they fight when you move them into position .

hohohohohohoh
See that makes for a really strong pick up local meta, but for the bigger venues you start running into logistical concerns and shelf life issues

Theyd last for even shorter periods of time than child actors smh

And the best ones would all be Zhengs, which would introduce it's own headaches smh

That's good initiative though, Rodent. Nice work. Just the kind of energy we need to make this enterprise come together.
 
Last edited:
About the Formations in the TCG, LQ can decipher and disrupt Formations for her level. For any higher realm she would need some kind of Formationsspecialist to assist her. Maybe Lin Hai would like to help the enterprise or, dare I say it, Cai Renxiang? With both of them we could sell the educational aspect of visually introducing aspects of cultivator life.
 
The problem is that 1 GSS is enough to provide for an entire village for years. Wealth inequality, yes, but do we really spend more money than these kids will earn in decades just to give them a single-digit percent higher stats and some minor techniques. There are ways to find the ones with Talent so what we're really doing is investing in people that can't return the investment and will at best awaken, get a meridian or two and hopefully learn an Art.

It'd be more worthwhile to give them a few months of actual mundane education. Mortals perform only slightly worse than Reds and that's a far better investment.
My understanding from the beginning of Forge was that even Red realm cultivators can learn in weeks what would take mortals months to learn. As in it's at least a 3 times learning speed multiplier.
I think resources make this idea not so doable. I mean, the Sects pick up kids who have enough talent that they know will be worth the investment. Spreading resources this liberally when its not guaranteed or even very likely that those kids will be worth the investment...well there's a reason no one is doing this now. While another reason is the class divide and discriminatory attitudes of cultivators towards mortals, the resource problem is still real. Yes, both noble and commoner cultivators would want to keep themselves in a position superior to mortals, but even so...spirit stones don't exactly grow on trees lol.
Edit: I get the sentiment behind the idea. Of course it would be nice to give more mortals the same chance as many more fortunate families get...actually I believe in one of the worldbuilding posts, it said the current empress was creating some sort of public education program in Celestial Peaks iicr. I can't remember if it was for commoners' access to cultivation resources or whatever.
Mmm, that's not really my intention. I don't want to give high talents (6, like us) the same chance, sure extreme talents (7+, like Ji Rong) will be sent to the sect but that's to exploit them, but no, what I actually want to do is just get our entire population awakened i.e. Early Red realm for the learning speed bump because that increase would lead to a significant boost of the economy which means the profit margins on our taxes increase.

I have only our own gain in mind; this isn't supposed to be charity. Talents will be exploited (not to say this isn't also good for them) and Beasts of Burden (taxpayers) will be strengthened to work more for us :Ü™
 
I'm pretty sure that's impossible.
Yeah, well, of course talent 2s aren't going to awaken with 4 weeks of training but they can be discarded (I don't mean genocided, just to be clear) and I don't mean to do it all at once. It's just that eventually the generations from before we implemented the policy will all have died off and then the only unawakeneds will be children younger than 14 and those with shit talent :Ü™
 
Last edited:
Yeah, well, of course talent 2s aren't going to awaken with 4 weeks of training but they can be discarded (I don't mean genocided, just to be clear) and I don't mean to do it all at once. It's just that eventually the generations from before we implemented the policy will all have died off and then the only unawakeneds will be children younger than 14 and those with shit talent :Ü™
Vast majority of the population is below talent 1 ya know. Even if talent is not a perfect map to how people other then LQ works all the time. Like Qingge still got good talent even with her age decay. She can get to red within her lifetime.

Also, if bringing up most the population to red was possible (outside extrem spiritblood breeding, until they are mostly spirit like the fish people) and no one is doing it you got to ask yourself why. If the only answer is people are dumb/evil then this is the wrong setting for you.
 
Last edited:
Back
Top