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Companion Thread to 5E Survivor of Many Things
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<blockquote data-quote="fuindordm" data-source="post: 9046250" data-attributes="member: 5435"><p>This is an interesting question and timely...</p><p>The DoMT is an awful magic item. It has a high chance of either unfairly augmenting a PC, or destroying them, and more often than not it can ruin the players' enjoyment of the game.</p><p>And yet it attracts us, it inspires us... it speaks to the myths of a devil's contract, of a faerie bargain, of flirting with Lady Luck. If we get lucky, we tell ourselves, it will be EPIC!</p><p>So it is a magic item worth saving. It belongs in the mythology of D&D.</p><p></p><p>So the <s>four</s>six cards I chose are the ones that do not screw a PC irrevocably or reward them unfairly, but enhance their story:</p><p><strong> Comet </strong>: the reward is not guaranteed, and the monster could be anything... up to the PC then to decide whether the struggle is one they can take on single-handed, and whether their player skill and tactics will win the day.</p><p><strong>Flames :</strong> the card has no apparent effect but a sense of impending doom and it is easy enough to retcon the emnity into a backstory with an epic/tragic reveal, inspiring new story arcs.</p><p><strong>Rogue </strong>: I would stipulate that the friend in question is never a PC. But this card is most effective if the PC knows what happened. We can then watch their paranoia take hold, and ask ourselves : will the PC destroy everything they care about in a futile attempt to find their enemy, or stoically await the betrayal?</p><p><strong>Skull :</strong> this tragic doom (in every sense of the word) is imminent, but not 100% certain. The PC must face it in single combat, but not alone. By planning carefully and accepting the indirect aid of friends, the player can maximize their chances of survival.</p><p><strong>Throne :</strong> classic Aladdin or pauper-to-prince mythology. The PC inherits a realm but what comes next?</p><p><strong>Vizier </strong>: the advice is purely benevolent, but may be incomplete--what entity provided the answer, and what are they leading you to do next?</p><p></p><p>And the question for us is: how can we make ALL the cards in the DoMT this fun?</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9046250, member: 5435"] This is an interesting question and timely... The DoMT is an awful magic item. It has a high chance of either unfairly augmenting a PC, or destroying them, and more often than not it can ruin the players' enjoyment of the game. And yet it attracts us, it inspires us... it speaks to the myths of a devil's contract, of a faerie bargain, of flirting with Lady Luck. If we get lucky, we tell ourselves, it will be EPIC! So it is a magic item worth saving. It belongs in the mythology of D&D. So the [S]four[/S]six cards I chose are the ones that do not screw a PC irrevocably or reward them unfairly, but enhance their story: [B] Comet [/B]: the reward is not guaranteed, and the monster could be anything... up to the PC then to decide whether the struggle is one they can take on single-handed, and whether their player skill and tactics will win the day. [B]Flames :[/B] the card has no apparent effect but a sense of impending doom and it is easy enough to retcon the emnity into a backstory with an epic/tragic reveal, inspiring new story arcs. [B]Rogue [/B]: I would stipulate that the friend in question is never a PC. But this card is most effective if the PC knows what happened. We can then watch their paranoia take hold, and ask ourselves : will the PC destroy everything they care about in a futile attempt to find their enemy, or stoically await the betrayal? [B]Skull :[/B] this tragic doom (in every sense of the word) is imminent, but not 100% certain. The PC must face it in single combat, but not alone. By planning carefully and accepting the indirect aid of friends, the player can maximize their chances of survival. [B]Throne :[/B] classic Aladdin or pauper-to-prince mythology. The PC inherits a realm but what comes next? [B]Vizier [/B]: the advice is purely benevolent, but may be incomplete--what entity provided the answer, and what are they leading you to do next? And the question for us is: how can we make ALL the cards in the DoMT this fun? [/QUOTE]
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