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Deck of Many Things Replacement
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<blockquote data-quote="DNH" data-source="post: 5692031" data-attributes="member: 63615"><p>I would reinforce what has been said above; namely, that while you certainly *can* replace the Deck of Many Things with something else, the deck really does play a central role in the adventure. </p><p>* POSSIBLE SPOILERS BELOW *</p><p>Much of the deck is scattered about randomly among the encounters and which ones are where can have a greater or lesser impact on how those encounters play out. For example, cards in the possession of a villain NPC will be used by that villain during an encounter. Also, there are rival adventurers who will be encountered at various points during the adventure; those points are determined by the random draw of cards (as well as those cards being in possession of the rival adventurers and available to use by them. Finally, the whole denouement of the adventure is determined by a random draw of a card from the deck (although you can safely do as I did and select an appropriate one). So it's all pretty much intertwined.</p><p></p><p>I am the last person to say that you can't take the adventure and alter it to suit your game (I play a campaign in Mystara, so I kinda have to do that every time) but you would be creating a LOT of work for yourself if you choose to remove the Deck of Many Things in favour of something else. Or rather, you would be losing a LOT of what makes this adventure interesting.</p><p></p><p>For the record, I have played every edition of D&D except for "Chainmail" and I can remember the old 1e deck which truly WAS an artifact to be feared. This 4e version is a lot more tame as it has to provide concrete rules for its effects that work within the 4e mechanics (I am sidestepping here the issue that new gamers prefer formulaic rules for their games, as opposed to more nebulous guidelines). So it is not the "campaign-killer" you fear. And apart from anything else, the whole deck is not assembled (and therefore available as the artifact) until that denouement at the end of the adventure.</p></blockquote><p></p>
[QUOTE="DNH, post: 5692031, member: 63615"] I would reinforce what has been said above; namely, that while you certainly *can* replace the Deck of Many Things with something else, the deck really does play a central role in the adventure. * POSSIBLE SPOILERS BELOW * Much of the deck is scattered about randomly among the encounters and which ones are where can have a greater or lesser impact on how those encounters play out. For example, cards in the possession of a villain NPC will be used by that villain during an encounter. Also, there are rival adventurers who will be encountered at various points during the adventure; those points are determined by the random draw of cards (as well as those cards being in possession of the rival adventurers and available to use by them. Finally, the whole denouement of the adventure is determined by a random draw of a card from the deck (although you can safely do as I did and select an appropriate one). So it's all pretty much intertwined. I am the last person to say that you can't take the adventure and alter it to suit your game (I play a campaign in Mystara, so I kinda have to do that every time) but you would be creating a LOT of work for yourself if you choose to remove the Deck of Many Things in favour of something else. Or rather, you would be losing a LOT of what makes this adventure interesting. For the record, I have played every edition of D&D except for "Chainmail" and I can remember the old 1e deck which truly WAS an artifact to be feared. This 4e version is a lot more tame as it has to provide concrete rules for its effects that work within the 4e mechanics (I am sidestepping here the issue that new gamers prefer formulaic rules for their games, as opposed to more nebulous guidelines). So it is not the "campaign-killer" you fear. And apart from anything else, the whole deck is not assembled (and therefore available as the artifact) until that denouement at the end of the adventure. [/QUOTE]
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