Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Fortune Cards: and randomized collectible cards come to D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Vartan" data-source="post: 5292093" data-attributes="member: 26155"><p>Given how little I know about Fortune Cards I'm cautiously optimistic and will probably pick up a pack. I'm always looking for ways to make things a little more interesting for my players. I'm fairly familiar with Torg's Drama Deck mechanic (to which Rodney Thompson compares Fortune Cards). The cards give players more opportunities to impact the game via narrative and/or mechanical twists that range from from taking an extra action to introducing a romantic subplot. I didn't really care much for Torg but the Drama Deck was really fun to play with and it's usually the first thing my friends bring up when we talk about the game. I personally like these sort of game concepts because it can lead to more player "buy in" and because, as a DM, I've learned to really enjoy being surprised by my players. </p><p></p><p>Here's a hypothetical example: </p><p></p><p>At the beginning of a session I take out some Fortune Cards and ask each player to draw one which they can use during that evening's game. One of those cards says "you throw your weapon/spell at e beam in the ceiling and the roof caves in, ending the battle and allowing the party to escape safely." </p><p></p><p>In the usual course of business I don't want my players doing this at their discretion: if they try it once at an appropriate moment then I might let it slide, probably requiring a roll, but if they tried to do it every time they got into a jam then I would either find myself saying "no" a lot or my world map would be dotted with an incredulous string of open-air monuments to my player's cold dice. Heck, plenty of players would never even think to attempt something like this in the first place. </p><p></p><p>But a card (or any other mechanic) which describes such an action gives the players both idea to do so as well as a mechanical "license" to do so. No matter when you use it, bringing a roof down will make almost certainly make your game more interesting. If the player uses it at the right time then it can save their butt and give them that special feeling one only gets when they perform large scale demolitions in the service of heroic action; if they use it at the wrong time then it could generate drama and spur some character development; and no matter when they use it I get more grist for my DM mill in the form of recurring villains ("We searched the rubble and couldn't find the body") and various in-world consequences that come with knocking down a building. Three cheers for the "I make the roof cave in" card, it just made the game a little more fun. </p><p></p><p>Now that I think about it, if there isn't an "I make the roof cave in" Fortune Card then I might just make my own. But that's a discussion for another day.</p><p></p><p></p><p></p><p>Sounds like someone bought too many Homelands boosters back in '96 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>All kidding aside, this hyperbole is purely irrational and (to those who play or design CCGs and the like) at least a bit insulting. MtG players know what they're doing when they buy those cards and the people who made them aren't "repugnant." I can't even begin to fathom why you would write something so absurd. Gamers are smart people and ENWorld is full of gamers, so I don't think it's asking too much to suggest that we should all try a little harder to elevate the tone of our discussions.</p></blockquote><p></p>
[QUOTE="Vartan, post: 5292093, member: 26155"] Given how little I know about Fortune Cards I'm cautiously optimistic and will probably pick up a pack. I'm always looking for ways to make things a little more interesting for my players. I'm fairly familiar with Torg's Drama Deck mechanic (to which Rodney Thompson compares Fortune Cards). The cards give players more opportunities to impact the game via narrative and/or mechanical twists that range from from taking an extra action to introducing a romantic subplot. I didn't really care much for Torg but the Drama Deck was really fun to play with and it's usually the first thing my friends bring up when we talk about the game. I personally like these sort of game concepts because it can lead to more player "buy in" and because, as a DM, I've learned to really enjoy being surprised by my players. Here's a hypothetical example: At the beginning of a session I take out some Fortune Cards and ask each player to draw one which they can use during that evening's game. One of those cards says "you throw your weapon/spell at e beam in the ceiling and the roof caves in, ending the battle and allowing the party to escape safely." In the usual course of business I don't want my players doing this at their discretion: if they try it once at an appropriate moment then I might let it slide, probably requiring a roll, but if they tried to do it every time they got into a jam then I would either find myself saying "no" a lot or my world map would be dotted with an incredulous string of open-air monuments to my player's cold dice. Heck, plenty of players would never even think to attempt something like this in the first place. But a card (or any other mechanic) which describes such an action gives the players both idea to do so as well as a mechanical "license" to do so. No matter when you use it, bringing a roof down will make almost certainly make your game more interesting. If the player uses it at the right time then it can save their butt and give them that special feeling one only gets when they perform large scale demolitions in the service of heroic action; if they use it at the wrong time then it could generate drama and spur some character development; and no matter when they use it I get more grist for my DM mill in the form of recurring villains ("We searched the rubble and couldn't find the body") and various in-world consequences that come with knocking down a building. Three cheers for the "I make the roof cave in" card, it just made the game a little more fun. Now that I think about it, if there isn't an "I make the roof cave in" Fortune Card then I might just make my own. But that's a discussion for another day. Sounds like someone bought too many Homelands boosters back in '96 :p All kidding aside, this hyperbole is purely irrational and (to those who play or design CCGs and the like) at least a bit insulting. MtG players know what they're doing when they buy those cards and the people who made them aren't "repugnant." I can't even begin to fathom why you would write something so absurd. Gamers are smart people and ENWorld is full of gamers, so I don't think it's asking too much to suggest that we should all try a little harder to elevate the tone of our discussions. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fortune Cards: and randomized collectible cards come to D&D
Top