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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7566772" data-attributes="member: 23751"><p>When I DM'd 3.5, I had a Fate Deck. It was composed of a few hundred Magic the Gathering cards. When a player rolled a 1 outside of initiative(unless it was an important initiative), they drew a card. That card would be applied to the situation as the hand of fate. For example, if a player was taking a swing at the enemy and rolled a 1, and drew say execute, they would either crit or kill outright the creature they were attacking, rather than auto missing. Which result would depend on how powerful the creature was. If they drew a shatter, their weapon would break if non-magical, or get an easy save to avoid breaking if it was magical. If they were trying to sunder or break something, the shatter would work in their favor and there would be no further rolling. The item in question would just break unless it was an artifact or something that can't break. At the beginning of the game I would draw 4 cards that the players could not see and keep them behind the screen, to use if a perfect moment arose, or if a card drawn for a 1 just didn't apply at all and one behind the screen did. The players loved it and the result was good or bad, and usually something interesting.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7566772, member: 23751"] When I DM'd 3.5, I had a Fate Deck. It was composed of a few hundred Magic the Gathering cards. When a player rolled a 1 outside of initiative(unless it was an important initiative), they drew a card. That card would be applied to the situation as the hand of fate. For example, if a player was taking a swing at the enemy and rolled a 1, and drew say execute, they would either crit or kill outright the creature they were attacking, rather than auto missing. Which result would depend on how powerful the creature was. If they drew a shatter, their weapon would break if non-magical, or get an easy save to avoid breaking if it was magical. If they were trying to sunder or break something, the shatter would work in their favor and there would be no further rolling. The item in question would just break unless it was an artifact or something that can't break. At the beginning of the game I would draw 4 cards that the players could not see and keep them behind the screen, to use if a perfect moment arose, or if a card drawn for a 1 just didn't apply at all and one behind the screen did. The players loved it and the result was good or bad, and usually something interesting. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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