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T O P I C    R E V I E W
Faramicos Posted - 13 Jul 2005 : 10:43:27
I have used Deck of Many Things for several times and tried it on my own character at one time... Please post your experiences with the deck and possibly some ideas to make the experience of the deck even more epic and adventurous...
26   L A T E S T    R E P L I E S    (Newest First)
Faramicos Posted - 01 Aug 2005 : 13:38:26
OK... Thanks. Confusing with all the Forgotten Realms slang and such going on.
Wooly Rupert Posted - 29 Jul 2005 : 17:26:49
quote:
Originally posted by Faramicos

Sounds cool, but you have to elaborate what TOB is because i havent got the faintest idea.



Throne of Bhaal, I believe. One of the Baldur's Gate games.
Faramicos Posted - 29 Jul 2005 : 14:37:30
Sounds cool, but you have to elaborate what TOB is because i havent got the faintest idea.
khorne Posted - 29 Jul 2005 : 09:38:50
I love that place in TOB where you encounter a cambion with a deck.
Faramicos Posted - 28 Jul 2005 : 12:14:11
It is okay... Forgiveness is on you. I agree that the deck can destroy a party and that is why i chose to use the deck as a source inspiration and only use some of the cards and then i completely modified the deck to my own liking. It proved great as i modified the powers of the cards to the level of my players. It gave many hours of great roleplaying and excitement as my players where tempted to draw more cards despite the fact that some of them where hit by rather "unlucky" cards. But it was great and we all enjoyed it and i won´t hesitate to use it again on another party... Modified to the party in mention it is a great tool... But i see your point Macresto and i understand your resoning.
Never Posted - 28 Jul 2005 : 09:11:53
Macresto,
You own the dice. The dice do not own you.
Macresto Posted - 28 Jul 2005 : 07:46:25
Faramicos, you are absolutely right. They can be adjusted to suit the campaign. I simply wanted to object to some of the posters in this thread where DoMT (as I see it anyway) was used in a poor way. It left me with the impression that suddenly the players would either become extremely powerfull or be sent to the void or even die.
Especially these three outcomes should not be allowed simply by pulling a card. They should be roleplayed. I have nothing against powerfull players, the void as a cool place for adventures or even the death for my player characters. It is simply that huge randomnes that bugs me.
My long time experience with rpg is, that there should always be a way out of harms way for the player characters. Not only for their sake but for mine and my campaigns sake as well. Even though it would be realistic that one or two occasionally would be killed in a random encounter or that the whole party'd be wiped out in rare occasions, it will not do either the players or my adventyre any good. I have tried it before - several times - and each time it is a moodkiller. Many years ago one of my players played a little boy (well, around 14 as I recall). He had been messing around (some innocent pranks) with the local law enforcement officer in a small village, and he had to ride away fast to avoid being yelled at. As he rode off he told me he'd ride as fast as he possibly could. I told to roll a riding landbased check and he failled a couple of them critically with a couple of "1"'s. As a result, and because I rolled maximum damage for him, he died. Now, that was realistic, but it ended a very good character with an extremely good background and history. Such a shame.

As I read my post of yesterday again, I can see that they are indeed strong words. I beg the forgiveness of the participants in this thread, as the words were not intended to be so harsh.
My only explanation is a lot of strees yesterday at work.
Faramicos Posted - 27 Jul 2005 : 14:45:42
Strong words Macresto. Why do you find DoMT uncreative? It is an asset to the game as well as any other in the wide lore of the realms. Or do you invent everything yourself? All locations, characters, plots, dungeons and so on. I would say that it is only the uncreativ DM who allow the DoMT to ruin his campaign. It is a very simple process to adjust the deck to the game in mention an make it a great gain for the general adventure.
Macresto Posted - 27 Jul 2005 : 13:12:15
I personally hate the concept. What's the point, anyway ? Either they die or they become very powerfull. You can accomplish that in other more creative ways than this:

"Ahh, you drew a powerfull card, now here's ...uuhhm, let me just roll the dice...3 wishes for you my friend". or

"Sorry lad, you're pretty dead now. Pick up your 6 sided dice and start practicing. You others...since the now gone character was the main character in the plot, there is no point in going on. Roll new characters....hold that thought. I have no adventure anymore.... Let's watch some TV."

DoMT is a tool for a DM who has lost his creative nerve. I used it once and looking back I can see how poor that Campaign was anyway. So nothing was spoiled.
Asgetrion Posted - 27 Jul 2005 : 13:05:05
quote:
Originally posted by Faramicos

Did you play the adventure from the Menzoberranzan box?



Which adventure? We have played the one involving travelling to Mantol-Derith and then getting caught up in the battle between two houses...
Asgetrion Posted - 27 Jul 2005 : 13:03:08
One of the Dragon or Dungeon editors (Chris Perkins?) had used the Deck as a beginning for one of his 1st level campaigns. A very young dragon had moved from its parents' lair to set up a hoard of his own, and accidentally summoned the PCs when he drew a card from the Deck (this was a variant deck with a Monster Summoning-card in it, if I remember correctly).

So the campaign started with the puzzled PCs teleporting into the dragon's lair, where an equally puzzled young dragon was holding a card in its claws, and then lunged at the PCs.

Personally I thought it would be very intriguing to start a campaign with this kind of action, and reward the fledgling PCs with a Deck. To draw, or not to draw...

I do not think the Deck in itself would seriously ruin a campaign, no matter what cards the PCs draw (especially at 1st level)... there are always ways to swing it back into balance (for example, using a bit more challenging monsters against PCs who may have benefited from their draws, etc.)
Faramicos Posted - 27 Jul 2005 : 13:00:25
Did you play the adventure from the Menzoberranzan box?
Asgetrion Posted - 27 Jul 2005 : 12:53:53
One of the PCs had secretly acquired the Deck in our Menzonerranzan-campaign, and had convinced the other characters that he had "the means to get us all to Limbo" (where our mentor was imprisoned - a long story). Well, we all played drow characters, but only the mage (who had the deck) was evil and selfish.

One night we woke up to see him draw the cards in a frenzy, one after another (our DM had modified the Deck to allow any number of draws any time, if someone would be that foolish to actually do it).

Needless to say, our campaign ended with all the PCs being slain by Minor Deaths, as they tried to help the mage fight the chilling "Kiaransalee-like"-female drow that had appeared out of thin air
(this was a drow-made deck, thus the Minor Deaths looked a bit like Kiaransalee).

The only character to survive was -ironically- the mage, who drew the 'Wish'-card, and used it to dispatch the Minor Deaths
Faramicos Posted - 27 Jul 2005 : 12:22:03
Sounds very extreme. I have limited myself to smaller effects that gives great RPG but not great increases in power without an equal decrease in something else.
Shadrivix Posted - 26 Jul 2005 : 23:54:02
I once DMed a Forgotten Realms campaign where I introduced my own version of the DoMT, which had 54 different effects (using a full deck of playing cards), an equal amount of bad effects to the good. I would allow my players to draw as many as they wished, but once they chose an amount, they were stuck to it. One player chose to draw twenty cards!! He started out as a 4th-level half-drow cleric of Ilmater with a +1 quarterstaff and ended up an 18th-level gnome cleric of Velsharoon w/ a +4 heavy flail of disruption and shocking burst. I've never seen such luck! I've learned that the Deck can be VERY unbalancing to a campaign, to say the least.
Faramicos Posted - 20 Jul 2005 : 11:13:06
A good idea, i have used, is to sculp the deck to your own liking. It isnt hard to think of cool cards and you get the ability to arrange some great links to future adventures for the group. I can recomend it. As with much of the material, use it as guidelines and then model it into a perfect fit in your own campaign.
Wooly Rupert Posted - 18 Jul 2005 : 01:49:53
quote:
Originally posted by Reefy

It seems that the commonly held stereotype that adventurers are often stupid has some basis in fact.



To borrow a line from a Shadowrun novel: "Brave like hero, smart like streetcar."
Reefy Posted - 18 Jul 2005 : 01:34:37
It seems that the commonly held stereotype that adventurers are often stupid has some basis in fact.
Wooly Rupert Posted - 17 Jul 2005 : 17:52:43
quote:
Originally posted by warlockco

That's not as bad as the time, I had someone say they wanted to draw ALL the cards.



If I had a player say that, I'd not even bother. I'd simply tell them to roll up a new character.
warlockco Posted - 17 Jul 2005 : 13:19:21
That's not as bad as the time, I had someone say they wanted to draw ALL the cards.
Melfius Posted - 17 Jul 2005 : 02:34:57
I made the mistake of using it on my PCs once. Little did I know that one of my player's was a little 'not right in the head' and elected to draw about 8 cards. Of course, luck being what it is he disappeared.

When next I went insane and used it again, ALL of my players elected to go for 8.

I will NEVER use it again.

EVER.
Reefy Posted - 17 Jul 2005 : 01:09:26
I've not had the opportunity to ever use it yet. I'm a little dubious to go throwing it around, I'd rather my players were relatively high level before introducing something of that power. Yes, I'm boring...
Fletcher Posted - 15 Jul 2005 : 16:39:26
I have had several experiences with the DoMT. I have gamed with a GM who seemed to give one to just about every party that survived to 9th level. My experiences are extremely mixed. From in a single drawing of 4 cards ending up with a get out of your next situation, a ton of xp and a peon. And my worst ever drawing: the void, the dungeon, having one of my friends turn against me and gaining the enmity of a outsider.

The best experience I have had as a GM are when the players have drawn the "Flames" and gained the enmity of an outsider. This allows for all sorts of great roleplaying opportunities.

Personally If I use this deck, i often take out the best and worst cards so that my players don't risk getting imprisoned or stuck in the void, and I don't have to deal with them gaining 50,000xp or having d4 wishes.
Faramicos Posted - 15 Jul 2005 : 12:53:14
My group had the entire deack to their disposal... Plus i had made some demonic changes to some of the effects. Of course with matching bonuses on some of the other cards. But they got so greedy that over 3 sessions they had drawn every single card and the party where changed forever... But it was cool because the deck helped them define their characters and their personality... It helped create a group that worked on several levels...
warlockco Posted - 14 Jul 2005 : 23:24:15
quote:
Originally posted by Bendal

When I first introduced the DoMT to the PC's, I told them that they could --each-- draw up to 4 cards if they wanted to, but half of the cards were very unpleasant. Greed would always get the best of them, and those who wanted to pick always chose 4 cards.

One player selected the card that gave him a magic weapon, then the one that promptly stripped him of all belongings. Another player got a minor death, and then promptly selected the card that allowed him to undo any one past situation!

I introduced a DoMT several times in my campaigns, and it always created loads of fun for me watching how the players reacted to them.



Yeah, pure delightful chaos, and getting a good draw only encouraged them to draw again.
Bendal Posted - 13 Jul 2005 : 22:50:24
When I first introduced the DoMT to the PC's, I told them that they could --each-- draw up to 4 cards if they wanted to, but half of the cards were very unpleasant. Greed would always get the best of them, and those who wanted to pick always chose 4 cards.

One player selected the card that gave him a magic weapon, then the one that promptly stripped him of all belongings. Another player got a minor death, and then promptly selected the card that allowed him to undo any one past situation!

I introduced a DoMT several times in my campaigns, and it always created loads of fun for me watching how the players reacted to them.

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