Deck of Roleplaying Opportunities

Trellian

Explorer
OK, since I got hold of my Critical Hits-deck, I've been obsessed with using cards in D&D. I was about to create my own Critical Miss-deck, but held it off when I saw the announcement from Paizo.

Anyway, drawing some inspiration by some local, Norwegian games, I have come up with the idea to create a deck with roleplaying opportunites. My players are average at best at actual roleplaying, and I thought this could be a fun excercise in roleplaying.

The concept is as follows:

I use a standard deck of playing cards, but tape over a written note on each cards. A roleplaying opportunity is written on each card. I'm not sure if I will hand out one each session (maybe too much), or X number of cards at the start of a campaign, which the character can use whenever he wants. Right now we're playing Red Hand of Doom, so I was thinking of 5 cards each. I will probably grant a bonus according to their level for roleplaying that occurence (e.g. level x 50 or level x 100 for a really good one). Another idea is that I won't divulge what can be on the cards, so when a character starts playing as directed on the card, the other players really don't know that he's doing so. The cards are of course optional to use, and you won't get penalised for not using them.

I have some examples of cards, but would like more, if you have them.

"Ex": One of the NPCs you meet is an ex. You decide how the relationship ended, and if either one of you is pissed at the other.

"You Lose It": The cruelty and evil you have experienced so far causes you to completely lose it in an encounter with bad guys. It's mostly up to you, but examples might be killing surrendered enemies, charging headlessly into melee or slashing continously at dead foes.

"Binge": You go on a serious binge one night. While you are wasted, you could do a number of things that can come back and haunt you, including hitting on members of the opposite sex, endangering yourself or others, saying a lot of stupid things etc.

"Argument": Being with the same people for an extended period can really get on ones nerves. One day, you've finally had enough and start an argument with one or more fellow party members. Maybe it even comes to a fistfight?

"Moral conundrum": You regard an offer made by an evil NPC as very tempting, to the point that the other players really start to question you. Whether or not you actually go over to the dark side is up to you, but it practically spells the end of your character.

"Strong feelings": You fall in love with one of the other PCs or an NPC. (Maybe the XP-bonus for falling in love with a PC should be higher.. most groups really don't like playing this)

"Jaded": You suffer from a lack of motivation. Everything is useless, and you really don't see the point of doing what you do.

If any of the cards contradicts a player's alignment, he can of course refuse to do it... or he could play it anyway as an added excerise, and possibly a bonus as well.

Any thoughts? Or ideas for more cards?
 

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Honestly? It's a good idea, BUT...

Keep away from cards like "jaded", which are saying how a character should act in a situation. Playing a card like that would be easy for my spellthief, Brelach (who is about as jaded as you can get), but wouldn't necessarily work for Khoros, my scout (who is definately curious about the world around him). Essentially, you've given free XP to Brelach, and you're making Khoros have to change his personality to get the boost - which kind of ruins the point, if you're trying to encourage role-playing.

HOWEVER, the situational cards are great - things like "ex" are wonderful, and they give the players a chance to control events beyond their characters (I like how they can choose the ex's attitude towards them!). I'd add in things along those lines - give the players a chance to play a card that will let them showcase their own character's personality.
 

Ditto the comment above. You as DM can bring in any number of bizarre circumstances and background information (it's probably much easier than getting the players to make backgrounds :p ). But the player should determine how his PC feels and reacts to the situation.

Edit: Though, the fact that the players can choose when to use the cards does give them some control now that I think of it. Some of the emotion cards (Binge, Lose It) seem to work better than others. Argument, for example, could cause OOC problems. And Jaded just wouldn't really bring anything into the game- it's essentially a card for not roleplaying.

I think a lot of the emotion cards can still be evoked from situations. For example, if a PC is going to Lose It on someone, it could be because they've finally encountered one evil minion too many. Or they could get a situation in which they've encountered a villain's actions before, then the effect is probably the same, but there's still a background reason.

Overall, I like the deck idea a lot.
 
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Byrons_Ghost said:
Ditto the comment above. You as DM can bring in any number of bizarre circumstances and background information (it's probably much easier than getting the players to make backgrounds :p ). But the player should determine how his PC feels and reacts to the situation.

Edit: Though, the fact that the players can choose when to use the cards does give them some control now that I think of it. Some of the emotion cards (Binge, Lose It) seem to work better than others. Argument, for example, could cause OOC problems. And Jaded just wouldn't really bring anything into the game- it's essentially a card for not roleplaying.

I disagree. In my experience, if you have a card in your hand that says "hey, you get a bonus here if you act angry at something", then a player will twist whatever is going on in game to justify his character getting angry. Take "binge" for example.

The moment I get that card, I'm going to be looking for a chance to use it. Second we get near a tavern "I get drunk. Here's my binge card, where's the XP?". No, nowhere near a town?

While the *theory* is to encourage players to play with emotions (for example, "love") and they keep an eye out and say "hey, I think my player will fall in love with her, since it seems like it will create an interesting RP opportunity", in *reality* what will happen about 80% of the time is a character will go "Hey, look! Another halfling, like me! And she's a she! Alright, I'm in love with her. Where's my XP?"

Using event cards that can be used for RP purposes are a much better method. For example, the "ex" card. While I could just play it for XP, as a smarter player, I'd play it when it's useful for the plot - maybe I play it when we meet the villainess, so that she can spare me just before she runs me through with a sword. Or on the patron, to get favours...

While it's abusable, I think it's far less abusable than the plain ol' "Emotion" card.

***

That being said, I think a player should get two of these for every adventure, but only be allowed to play one. And I think the XP reward should scale, depending on the GM's (and other players'!) feelings on how well it was used. Playing the "Ex" card on the first innkeeper you meet and really not rolling with it might just be 10%. But if you play it on the woman who was attacked by the BBEG, and who just lost her kid (and then, through RP, you decide that it was your kid who died!), well, that's worth the full 30%.

Or, rather than an XP reward, an action point reward, or gaining the use of some sort of recharge ability (regain your higher level spells). This is good, because the PC gets the reward immediately upon using the card.
 




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