Decks of Many Things

Olive

Explorer
ever used them? any good stories?

I used one, with the player concerneds permission, tonight. the character drew the imprisonment card. Ah well, time to role up a new one.

It was interesting, if a bit wierd. I kind of wich I hadn't used it, but I'm glad that he didn't pull the gain 50,000 xp card.
 

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One GM I played had the audacity to include one in their campaign, and then one of the character talked the party into playing a bizarre quasi-hand of poker with it...


It's a wonder we didn't all get vaporized... :D
 

A fair amount of my characters bit the great one due to it:

Dwarven fighter lost all his belongings, then had to fight a minor death

Human wizard lost 50,000 xp, his belongings, then had to fight extraplanar being

Paladin was turned LE, then got incarcarated

Finally, one of the campaigns I DM was canceled partly because the players talked me into the deck - and the group suddenly consited of two PCs fifth level, one 10th, one 9th, and a were-dragon.

Berandor
 

I am running a scenario that is coming to a close soon and includes a Deck of Many Things...

I turned the house upside down looking for a deck of playing cards - no luck!

I considered going out and buying a deck, but looked at the ice and snow and decided that I didn't fancy a broken or strained ankle.

I searched the house again, but all I could find was two decks of the Tweenies Snap Card Game. So I have "liberated" a pack from the kids and converted them...

My players will learn to hate Jake's innocently happy face I tell you!

:D
 



Olive said:
ever used them? any good stories?

Our group found one once.

My character did o.k. Drew the "change alignment" card, and then the Moon (1d4 wishes; got 3).

Another charater drew Talons (lose every possession). So my character, with his new, C/N alignment, makes an offer. I'll wish your stuff back, if you give me your ring of regeneration. He said yes, and that's how my character got his most powerful magic item.

Another character drew the imprisonment card. I wished him back, and he later betrayed us. Darn evil DM. :)

Two characters refused to draw from the deck (magic-phobes).

Finally, our bard drew the "defeat next monster and level up" card. At the next encounter we got lucky and saw a pack of wolves approaching. We gave the bard all of our most powerful magic items and let 'er rip. The wolves were toast.

So, on the whole, our party did very well by the Deck.
 

Wormwood said:
54 separate effects, and they are much better balanced for 3e than the potentially campaign-breaking DoMT.

Actually, you've still got all the *bad* results (lose all your magic items, etc). It's just that the good results are so minor as to be insignificant.
 

Hate 'em hate 'em hate 'em hate 'em hate 'em hate 'em hate 'em hate 'em hate 'em!

I think they're the best way to completely ruin a good campaign in one easy session, bar none. I've seen three different campaigns go down the crapper because of these. In two of those cases, the DM nerfed the results in order to save the day. In the third, it killed the storyline deader than week-old road pizza.

I'd like to see someone design something similar that has negative results which are actually useful to a storyline.
 
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Piratecat said:
I'd like to see someone design something similar that has negative results which are actually useful to a storyline.

I'm not following this last bit... :confused:

*edit*

Did you just edit away my confusion...? :)
 
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