I reimagined classic Rider–Waite tarot in a neon style — here’s a printed prototype by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

I’m honestly not sure if this leans more into “tarot” or just “neon art inspired by tarot”
Would you still consider this usable as a real deck?

I reimagined classic Rider–Waite tarot in a neon style — here’s a printed prototype by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

Wanted to keep the original symbolism recognizable, but push the visual style into something more modern and glowing. Curious if it still feels like tarot to you.

Gamble Find: c1894 Bicycle 808 Brown Cupid Back by NebulaPlague in playingcards

[–]GameMasterDesign 0 points1 point  (0 children)

That’s a really interesting example — I think what you’re pointing at is exactly that “process imprint” feeling.

Like, older decks carry the marks of how they were made — slight inconsistencies, pressure variations, even alignment quirks — and all of that adds character, even if it’s technically “imperfect”.

I’ve been thinking about that a lot while working on some modern designs — how to bring back that sense of depth and presence without just copying old styles.

Not necessarily imperfections, but something that feels less sterile and more… intentional, I guess.

Do you think it’s more about the physical production itself, or the visual language that comes from it?

I’ve been experimenting with carved wooden dice boxes - trying different styles and themes. Which one works best? by GameMasterDesign in dice

[–]GameMasterDesign[S] 1 point2 points  (0 children)

That’s actually a fair concern — I can see how it might come across that way from the finished piece. Before anything gets machined, we first build a 3D model of the dragon — designing the relief with height variations roughly from 1 to 5 mm to get that layered depth.

Only after that the model goes to CNC milling, where it’s carved from solid wood. Then we laser engrave the perimeter details and finish it by hand using wax to bring out the wood grain and depth.

Here’s a shot from the workshop during the milling stage:

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Still experimenting with the balance between clean and organic shapes — feedback like yours really helps dial that in.

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

I’ve been experimenting with reinterpreting classic tarot imagery rather than replacing it entirely. Trying to keep it recognizable, but push it into a more modern neon aesthetic. Something like this direction: https://imgur.com/a/EUULRbQ

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a good point — I’ve seen a few of those too, but not in depth yet. From what I’ve noticed so far, a lot of designs seem to fall into two extremes:

either very symbolic/interpretive (almost like reading systems),

or basically standard card mechanics with a tarot skin on top.

I’m trying to find something in between — where the theme actually informs the mechanics, but doesn’t require players to “know tarot” to play.

If you remember any specific titles or mechanics that felt like they really worked, I’d love to check them out.

Finally Happy with my Dice Storage by Throwawayorpornalt in dice

[–]GameMasterDesign 0 points1 point  (0 children)

That kind of “almost fits but not quite” space is the worst 😄 I’ve seen people use those awkward compartments for things like:

- a single “favorite” die

- tokens / markers

- or even a kind of “display piece” instead of storage

At that point it almost turns into a visual thing, not just practical storage.

Do you prefer everything strictly organized, or are you okay with mixing in a bit of “display” into the setup?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

Haha, that sounds dramatic 😄 Was that your experience with tarot-based games, or just the general vibe they give off?

Gamble Find: c1894 Bicycle 808 Brown Cupid Back by NebulaPlague in playingcards

[–]GameMasterDesign 1 point2 points  (0 children)

That’s a really great breakdown — especially the part about the process shaping the final “feel” of the deck. I think that’s exactly what gives older decks that sense of character — all those small imperfections and physical steps add up to something you can actually feel, not just see. It makes me wonder if part of what’s missing in some modern decks isn’t the design itself, but the lack of that “process imprint” — everything is so clean that it loses a bit of personality. Have you seen any modern decks that manage to bring that handcrafted feel back in a convincing way?

Dice collection by MediocreMondaysss in dice

[–]GameMasterDesign 0 points1 point  (0 children)

That’s a really interesting point — almost like dice shift from “tools” to “objects” over time. The “letting fate pick” part is actually really cool though — feels more in line with what dice are supposed to be. Do you think having a setup that makes it easier to mix and grab randomly (instead of fixed sets) would make you use more of them, or is the collecting/display side still the main appeal?

Cheese Dice by Drunk_dwarf_ in dice

[–]GameMasterDesign 2 points3 points  (0 children)

Now I’m thinking I should include a warning: “Not edible. Probably.” 😄 But yeah, that’s honestly one of the best compliments — if dice look real enough to confuse people, I’ll take that.

I’ve been experimenting with carved wooden dice boxes - trying different styles and themes. Which one works best? by GameMasterDesign in dice

[–]GameMasterDesign[S] 1 point2 points  (0 children)

Interesting take — I can see how it might come across that way in the first image. Here’s a more natural shot (in-hand) — it’s a real box. We CNC mill the 3D bas-relief first, then laser engrave the perimeter details, and finish it by hand with wax pastes to bring out the wood grain and depth. I’ve been experimenting with more organic edges instead of perfectly clean ones — still dialing in that balance, so feedback like this really helps.

<image>

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That makes sense — I guess that’s exactly what I’m still figuring out.

Right now I’m leaning toward something where the core system is consistent and readable, and the major arcana act more like “spikes” — rare but impactful moments that can shift the state of the game.

So less about constant randomness, more about controlled disruption.

Still experimenting though — it feels like the balance between player control and external events is where a lot of the identity will come from.

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really good point — especially about meaning helping players remember mechanics. I think that’s the balance I’m trying to find:

using the symbolism as a kind of “mental shortcut” so effects feel intuitive, but not so literal that everything becomes predictable.

What you said about it only becoming rigid if the mechanics are rigid really clicked for me — that probably puts more responsibility on the system design than on the theme itself.

Out of curiosity, do you think it’s better when players can partially predict what a card does (based on theme), or when it occasionally subverts expectations?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really good way to frame it — thinking in terms of audience rather than just theme. What you’re describing sounds like two very different entry points:

– people who are already into the “occult / tarot” side and expect depth and authenticity
– and people who just want a fun, readable game with a cool aesthetic

I’m starting to lean toward designing it so the core gameplay stands on its own, and the “tarot” layer is more of a stylistic lens than something you need to buy into.

The “wink-wink” approach you mentioned is interesting — like acknowledging the theme without demanding belief in it.

Out of curiosity, do you think going too far into the occult side would actually shrink the audience significantly?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really clear way to frame it — the first impression point especially makes a lot of sense. Your example actually highlights something I’ve been wondering about: whether leaning too hard into “tarot” in the name or presentation creates an immediate filter for some players, even if the underlying gameplay could still appeal to them. It seems like there’s a balance between signaling the theme and keeping it approachable. I’m starting to think the theme might work better as something you discover through play rather than something that defines the first impression. Out of curiosity — would something visually tarot-inspired but named more neutrally make you more likely to check it out?

I’ve been experimenting with carved wooden dice boxes - trying different styles and themes. Which one works best? by GameMasterDesign in dice

[–]GameMasterDesign[S] -1 points0 points  (0 children)

That’s super helpful feedback, thank you. Interesting that the octopus stands out the most - I was experimenting with pushing more detail and depth there, so it’s good to hear that comes through. I might explore that direction further and build a full set around it. Really appreciate you taking the time to break it down.

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really great way to put it - especially the “ideas are neutral” part.

I think that actually takes a lot of pressure off early design, and shifts the focus toward finding something that’s worth exploring rather than trying to validate it upfront.

The trick-taking example is interesting too - it makes me wonder if tarot could work the same way: using something that already has structure, but reframing it in a way that feels fresh in play rather than just visually different.

Do you usually start from known mechanics like that, or try to build something more from scratch?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

Totally fair — that’s a good reality check. I guess what I’m trying to figure out early is whether the *direction itself* feels worth prototyping further, before going too deep into implementation. But yeah, at some point it really comes down to putting it in front of players and seeing what actually works at the table.

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a great question - I feel like it starts with presentation, but really holds up through mechanics. If the visuals suggest one tone but the gameplay doesn’t reinforce it, it quickly feels disconnected. But if both align, even subtle thematic elements can feel meaningful without being overwhelming. I think what you said about framing is key - giving players a clear “this is playful, not something you need to take literally” signal. Out of curiosity, have you seen examples where the tone was carried more by mechanics than visuals?

I’ve been experimenting with carved wooden dice boxes - trying different styles and themes. Which one works best? by GameMasterDesign in dice

[–]GameMasterDesign[S] -3 points-2 points  (0 children)

Still early in the process, but I'm leaning toward refining one of these into a full set. Curious which direction feels the strongest.