I just joined this group (today) and happily stumbled on this thread. I developed a dozen or so board and card games (not RPGs) in the 1990s, when I was with Aristoplay and have been pondering how to put that expertise and experience to use on a transmedia project. Glad to hear I’m not alone. (And I love Catan–have you seen the new pioneer version, traveling west across USA?)
FWIW I’ve found: Perplex City had a board game with lots of puzzle cards (haven’t played it, $40 I think). 39 Clues (Scholastic) has trading cards that are embedded in the books and are part of the mystery to solve. I could easily see a storytelling board game (like the Arabian Nights one cited) of Inanimate Alice’s adventures around the globe.
Consider that Jumanji is a board game in a movie–the game itself can tell the story or can be writ large (like those Survivor challenges or the ARG that turned Central Park into a game board).
(btw The topic has come up in tangential ways in my Roll and Shuffle group at gameful.org. There’s also a new transmedia group on that site.)
I like your idea of using cards with (QR?) codes to unlock story elements (rather than puzzles or prizes–so overdone, I think). A simple Clue model might be a place to start–deduce the missing story elements by process of elimination.
At Aristoplay, we created two story-based card games. One involved putting ancient Egyptian cards in sequence so that a story made sense. Another formed a giant time line of Native American biographies–players read the biography on each card for clues about the time period and arranged them in a chronological grid; then, they flipped over all the cards to see an image (a map) that revealed if they were right.
As with any medium, I’ve been breaking down the advantages to see how they’re useful: Cards allow portability (can trade them, collect them), randomization (shuffle, deal, draw), and info storage/infographics (for scorekeeping or game mechanic, etc). A board game gets people together in the same room, interacting, for a defined length of time and with a clear goal.
Cost issue: Card decks are very cheap if you keep to standard specs and print volume (2,500+ if you can). They also make excellent marketing tools, since your game can involved passing them around to friends or trading them or collecting them. Board games can get really expensive with lots of custom pieces and molded parts, but you can do them on-the-cheap in any number of ways. bgdf.com has lots of tips
Not sure if any of this rambling is helpful for your project. I’d love to see where you end up with this idea. So, I concur with Alex, keep posting, please!