More on using Zener cards as a means of resolution for a Silent Hill style game.
Each character has a list of dark secrets or terrible things they have done. This is used to generate what kind of encounters they will have and the general themes of the game. Also it can affect the outcomes of draws. When they are forced to make a draw in the face of one of these pieces of their checkered past they are considered 'Stressed'. At this point the GM puts a token on one of the symbols in front of the players. If the draw results in more pulls of the symbol that is stressed than the result is considered a cataclysmic failure. More damage, terrible results, etc are all possible outcomes.
Damage is done in small doses, usually one point at a time. With two points being reserved for cataclysmic failures or big bad guy type encounters. Whenever a Fight draw is made that results in zero successes than the character takes a point of damage. This is recorded by placing a damage token onto one of the symbols in front of the player. The damaged symbol can no longer be chosen by the player for their pulls, however the GM can still place a 'Stressed' token there.
Weapons are a bit trickier. Most allow for the player to pull an extra card on a Fight pull. Some allow a player to chose an extra symbol for the pull. Those of incredible power may even allow both. There are a few creatures that are more susceptible to specific types of attacks. In those cases it allows the player to chose one of the two types of bonuses above and apply it to the pull.
Those are my thoughts right now. More to come later I imagine. If you like what you see here let me know. Also you can click on the Amazon and Drivethru links on the side, or the 'support this blog' link at the top to help toss a few dollars my way as inspiration to keep working.