Based on your feedback I decided on variation A. It seems the majority favorite. Sweet!
I prefer card A as that will make it better suited to using with any system when there aren't any mechanics added.
A sparks a lot of possibilities in my mind, leaning towards that one
Hell(o) everyone :) gosh that typo haha
Thanks for all the great feedback, It seems A is the winner in this case, so we will move forward with that. We can explore other avenues in the future. Exciting times!
A is much nicer from a story telling point of view while b is much mechanic. I prefer A
Definitely A. The mechanical stuff is not something I would need any help coming up with during play, and it's not useful during planning.
definitely A - as some have said, B is game dependent. the other nice thing about deck A is that as GM, the "gotcha" is completely optional. for example, in the mockup, it could be just "Biology Expert + Needs Protection" and leave it at that - the "Spies steal the blueprints" could be optional.
some of the cards COULD be like option B, but they should not have the damage or anything similar numeric/game specific values, or it should be graded, such as Low/Light, Moderate/Average, or High/Heavy damage, and let the GM decide how much that would be depending on game rules. i would even keep the damage type (i.e. the cryofreeze damage) generic, as the campaign may not have such technology/devices, and the GM could therefore pick whether it is a bio/chem attack, psionic attack, special ability, or just regular weapon.
really, i'd prefer these be just events with cause/situation and effect for more options, including the "twist". i have a much more fleshed out deck for NPCs from another KS, and it seems like having a separate deck for NPCs would allow more options on both cards.
Variation A - Key elements for me are sci-fi system neutral settings and minor (or maybe major!) story inspiration seeds used prior to or during gaming sessions. I'm really diggin' - "the last two seeds are "But..." or "But then..." scenarios that offer a twist". Very cool.
To be perfectly honest, I like both; but as has been said, many of us are looking to these decks for storytelling flavor. However, it may just be me, but I'd be okay with a majority of A with a few B sprinkled in - that way, if I'm mid-game and pull a random encounter that has an attack statistic, I can have, like, 2 to 4 previously generated stat blocks ready to serve as that NPC...
I prefer Version A because it isn’t tied to game mechanics, meaning the deck is
more useful to me as I can use it for a variety of completely different game systems.
Variation A is definitely better. I would really prefer to have 4 character attributes no matter what though. It would be nice if there was a way to have 4 attributes AND these as well, probably won’t work though...
I would go with A; more story ideas every time. Even if I use it at the table, I can come up with mechanical twists and logical progressions much more easily that story ones.
Both cards are interesting. Depending of the Rulesystem B can be a good help. But probably would be Version A easier. But I like both.
I would prefer A myself.
I’d prefer variation A, as the second option would probably initiate combat and you’d need to develop more stats if they start to attack the card character, which would be hard if your using the cards on the fly for flavour
I personally would like variation A just because I plan of using the deck to help me with game prep and not something I would use at the table. Coming up with a cool story framework before a session is the hardest thing for me personally so variation A would be the biggest help in that respect.
I could see where variation B would be super useful for those moments when you need some help improvising something on the fly/mid combat. But that's not my preference