1000 Blank White Cards: The Roleplaying Game

or, 1KBWC:RPG


Inspired by a recent thread on the Forge, I felt inspired to create '1000 Blank White Cards: The RPG'. The rules to the the original '1000 Blank White Cards' (invented by Nathan McQuillan) are roughly:


After one game, you can save the best cards for the next.


As you might expect, this game provides excellent fodder for Drift. In fact, many of the original rules above came from the game itself (Nathan mentions finding a card from the original deck that said, "Rule: draw one, play one", for example.) Other web sites out there list their house rules, too, like, "A card played in the center of the table affects all players", or "A card should consist of a title, a picture, and an effect", or "Start the game with 20 cards per person". Even the bare-bones rules above have been changed, from 'draw one, play one' to 'play one then draw one' to 'play one then draw until you have 5'.

So my version of 1KBWC:RPG comes in three sections: the fundamentals (enough rules to get an experienced gaming group going), some structure (more rules that describe a game of 1KBWC:RPG drifted towards my own personal style), and extensions (ideas to help you drift your own version).


1KBWC:RPG Rules

Fundamentals

For some of you, that will be enough. Go play! For the rest of us without the time or the inclination to make such a bare-bones system work, here's a bit more structure, with the caveat that everything here is intended to drift. In other words, while you might want to play it this way first, you group will probably come up with changes to make it work better for you.

More Structure

*OK, this might seem a bit odd for a basic rule, especially considering that most RPGs don't start this way. But I come from an improv background (ComedySportz) and one of our rules for starting any scene was 'you have known each other six months'. Violation of this rule made for boring scenes. Try it!

Possible extensions and variations


lpsmith @rice.edu