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 Post subject: Big Card Project X
PostPosted: Thu Sep 26, 2013 2:33 am 
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I would love if anyone involved in past big card projects would be interested in setting it up here, as well, either to document old BCPs or to start a new one.


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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:08 am 
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I could move the relevant threads over that document the few past ones, plus some sources about the last two unfinished ones. As for running it... man, that's a task. So, so, so tough.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:22 am 
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Is it the kind of thing that would warrant a subforum and maybe some limited moderation capabilities?


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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:23 am 
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What is a big card project... is that where we collectively make a set?

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:24 am 
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Essentially, yes.


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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:25 am 
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I would be interested in such an endeavor. Not setting it up, but contributing set, card, and mechanic ideas.

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Gehennah, true kings of poseur-slaying wrote:
Suddenly she stood there close to me, a woman too grotesque to even be
I felt quite dim but I was still aware, that I was too drunk to see or care
I said "Baby, metal is what I need; not some bloody ***** to feed"
She looked at me with stupid eyes, then I gave her my advice

"Piss off, I'm drinking! Piss off, or die!
Piss off, I'm drinking! Piss off, or die!"


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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:30 am 
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How does one go about running a BCP?

EDIT: I mean, what does the job entail? I'd be willing to run one if it's simple enough.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:31 am 
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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 5:22 am 
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tony3 wrote:
http://nogoblinsallowed.com/viewtopic.php?f=17&t=211

>:(

Yeah, no, that approach never works.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 7:26 am 
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Hmm, YMTC had two unfinished BCPs? Isn't the last one about that idea of some set that only had one of each creature type?


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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 12:08 pm 
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I might contribute. If you do worldbuilding I would like to help with that the most, I think you all have seen what I can bring to that.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 12:14 pm 
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You know, I have never seen a finished product from one? Any links to completed BCPs? Admit-ably, I've never participated in one.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 2:14 pm 
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The Big Card Project 4 was completed (I think it was 4, at least. Wasn't that the one with the weird dreamworld and a vanilla matters theme?). Though I've searched and can't find any trace of it.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 2:19 pm 
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I remember ogre talking about that one on skype because he suggested the mechanic they ended up using


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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:24 pm 
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Okay, I have links and information for everyone. But first, a little "What's the BCP?" answer:

The BCP is a community made set. The purpose of this set is two-fold: the targeted purpose is to use the set for a multitude of contests held across the forum during UnCon (Unconventional Convention), form deck-building challenges, to art mock-ups, and so on. The other purpose is to... have fun making a set together. :)

The process takes A LONG TIME. The main hurdles are with keeping people involved and keeping the leads moving things forward. It's a internet project with a payoff that's small compared to the effort put in, hence the trouble with completing it. Still, BCP4 is one of my favorite experiences on the internet and hopefully we can do good to follow in its footsteps.

Cato wrote:
How does one go about running a BCP?

EDIT: I mean, what does the job entail? I'd be willing to run one if it's simple enough.


The way we've always chosen to run it (and note that completion has been unsuccessful many times) begins with a BCP coordinator. This person's sole task is to get things started and once that person does so, he/she can be melded into other parts of the project. From there we need two things initially: Design Leads and a set theme. Both get their own nomination threads. Anyone is allowed to suggest a general theme for us to build the set around and anyone is free to try out for Design Lead. The community votes on those people and we usually elect 4 or so people to coordinate the design portion of the project. Later on we do the same for Worldbuilding Lead and Development Lead. From there it's a series of contests and discussions to find cards and mold ideas into the set. Leads act mostly as guides, whereas the community as a whole makes the set.

When I find the link to my FAQ on the matter, I'll post it.

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Hmm, YMTC had two unfinished BCPs? Isn't the last one about that idea of some set that only had one of each creature type?


Nah, that was just Detektor proposing an group set. It was similar to a BCP, but not really one. The two that were unfinished: BCP5 was set in an Australian-like wilderness and featured an invading force of steampunk explorers. The mechanical theme was Attachments vs. Counters, or "Mechanization vs. Evolution." It was pretty damn cool and featured a living weapon type mechanic before living weapon. BCP6 was a set based on alternative costs, sort of like Masques block, with the hope that it'd be much better.

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I might contribute. If you do worldbuilding I would like to help with that the most, I think you all have seen what I can bring to that.


There's definitely a thorough world-building process. The threads for #4 are still there and are quite the doozy to read through.

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You know, I have never seen a finished product from one? Any links to completed BCPs? Admit-ably, I've never participated in one.

~SE++


Here's 1, 2, and 4!

Libe wrote:
The Big Card Project 4 was completed (I think it was 4, at least. Wasn't that the one with the weird dreamworld and a vanilla matters theme?). Though I've searched and can't find any trace of it.


I provided the link above. A lot of the BCP4 stuff is still there.



I'll comment more later.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 3:43 pm 
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I'm of the opinion that BCPs need to be a little more... draconian in leadership. Endless polls and debating really puts a damper on things, some things should just be unilaterally decided by leads. That said, I'd be interested in seeing one happen.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 4:22 pm 
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While I see the appeal of that (and have tried something like that before), I think it has a devastating effect when the leader disappears. And that's going to happen. It always does. A committee at least allows for someone to keep things moving. I think the biggest issue has always been with not having schedules. BCP4 was finished because it had a schedule to keep. BCP5 wasn't because UnCon died. Or at least it was a big reason for ruining momentum. Setting a timetable for when certain things need to be completed by is something we've never really scheduled before, and I've thought for a while now that it might be the missing key.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 4:55 pm 
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I've been doing some thinking, and I've decided that I would be willing to run a BCP. I should be on regularly enough and I don't foresee myself leaving for any reason in the near future. I'm a bit lacking in experience, but I'm willing to put in the time necessary.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 5:52 pm 
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Generally to improve involvement, the Design team has different leads than the Worldbuilding team, which has different leads than the Development team. (Though we tend to want a liaison or two to smooth over the process between the teams.) We had four for each in the past because the community was big and it improved overall participation, but I think it might be easy for a "too-many-chiefs" syndrome to develop from that size on this community. I'd recommend two people per team. Their whole purpose is to open threads when new steps are needed to be taken, host related contests, and to catalog information as it comes in. The actual creation on all parts tends to be wide open to the public.

Here's an example of the development process on a card from BCP4. Most of the information I can easily find from that era is in development related since I was a member of that team and started many of those threads.

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 Post subject: Re: Big Card Project X
PostPosted: Thu Sep 26, 2013 6:54 pm 
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I'd be interesting in trying to find ways to integrate both a revamped BCP and some of the older (finished or unfinished) BCPs into the Expanded Multiverse, for what it's worth. We can definitely provide worldbuilding people, at the very least.


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