That's a really good idea, actually. I had the idea of regulating risk (gains vs. danger) on a larger scale with the PR, scheduling matches and the like, but having a way to constantly evaluate risk by adjusting psychic ability within the matches themselves seems like a perfect fit. It's almost like adding a true gambling part back into poker right after taking the old bluffing part out!
Ideally, there would either be no way to turn it off completely, or the highest levels would be so difficult that only real-life poker champions could
I have to add that I had the psychic idea long before poker, and needed a pre-existing game to fit the concept. I don't like poker, actually, but when I was racking my brains for a game that a psychic could completely dominate and give the player the power to win every match, a trick-taking game like Rook or Hearts didn't seem right (too much forethought and strategy), and a sports game still requires some level of twitch to get right. Poker is a perfect fit because it's a game that most people are familiar with, and would immediately understand how dramatically the game is turned upside down by being able to see other cards. It's also a game that has a lot of small <em>unrelated</em> wins (hands) held together by a larger score (chips.
I guess it's kind of like a cruel temptation. Giving the players a ridiculous amount of power and then asking them to dial it down, rather than work their hardest to bring their skill up. It's a different kind of difficulty, and it's more like the kind of poker game I would actually like to play! XD
SuitcaseMurphy added on
“Ideally, there would either be no way to turn it off completely, or the highest levels would be so difficult that only real-life poker champions could <em>win, which would stop players from just not using their powers and make it easier to go undetected.</em>”
No idea what happened to the rest of that sentence!