Sophie's Comments on CCGs
Playing collectible card games is fine, I really like Atlas Games' On
the Edge myself.
Trying to have a timeline continuity between a CCG and a role-playing
game is at best a pain in the ass, at worst a complete screw-up.
Come on, I'm glad to know that in So-and-so's game, the USS Enterprise
was sunk by Berek's Black Dawn, crewed by 136 Shadowlands-tainted
Malkavians tapping all their pink manna or whatever, but why the hell should
that have anything to do with the ROLE-playing campaign I'm currently enjoying?
Arguments against using a CCG-RPG timeline or plot continuity, or for
that matter, any kind of ex cathedra timeline taking place after
the game's starting point:
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It makes the player characters completely pointless. They're working
in the margins of history, and those margins keep getting thinner.
In some games it might still be OK, but 7th Sea is explicitely about Heroes,
not average joes. I can play daily in the margins of real-life, thank
you very much.
-
It creates situations that are just plain silly in role-playing because
they happen to fit the CCG's rules.
-
It forces a constant retrofitting of everything that has gone on in a campaign
("Oh, well, I guess it wasn't the Enterprise after all that you
guys met last month! It must have been the Bozeman...")
-
It ruins hanging threads and future plot lines that the players and GM
might have planned on, not to mention might have paid points for ("There
goes my 3-point Background and my 2-point Connection...")
-
It invalidates half the material in the sourcebooks you just paid beaucoup
dubloons for ("Nope, sorry, my mistake: Charouse has been vaporized by
the explosion of a Syrneth device... Let's see: Empereur Léon
– dead, Montegue – dead, Impératrice Morella – dead, Dominique de
Montaigne...")
-
It's not even a good idea from the publisher's perspective: in a "time-static"
universe, you can put out as many adventure scenarios as you want, since
the buyers pick and choose what fits their campaign. Ideally, you'd
want a bunch of low-cost, low-price modules (sound familiar?). When
you string them along a fixed timeline, there is suddenly a very limited
number of adventures the GMs can fit into their campaigns. Go check
what AEG did: there is a specific date set for Dominique de Montaigne's
letter to be handed to General Montegue (A Lady's Favor), for The
Kire's escape from Talon Prison (Drake's Footprint), and for the
Battle of Freiburg (Hammer & Tongs). How many more adventures
can you fit in between? What if you ran those in a different order
(as we did)? And when you add the fact that AEG is now dumping the
CCG, it seems to me it just tied a cannonball to the RPG's ankle with this
timeline.
So if you're getting the impression that I hate the official
timeline crap from AEG's recent supplements such as Waves of Blood
and The Montaigne Revolution, congratulations, you're getting the
right impression. Hey, it's up to the GM to decide how much to include
of anything, but by Jove, I'm the Webmistress so I can bloody well have
my rant if I want to.
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I wrote this rant at the time "Waves of Blood" was first published. It's a bit dated now, since AEG stopped producing the 7th Sea card game, but on the other hand my objections to an "official" timeline are still completely applicable.
– Sophie, April 4, 2004.