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?
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?