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<blockquote data-quote="Drammattex" data-source="post: 4956907" data-attributes="member: 55363"><p>I picked a deck up at Gen Con and I've used it a couple of times in order to generate ideas for quick adventures, which (imo) is one of the principal attractions of the deck. </p><p></p><p>Last Saturday, I had a player over to convert his old 3.5 character to 4e. After explaining the system to him and walking through character creation, I wanted to let him test drive the mechanics before jumping in with the group. I didn't have an adventure prepared, so that's when I got out the Dungeon Decks. </p><p></p><p>There was an old plotline about this character voyaging through a dreamlike world which didn't get much coverage in-game so we did this as a flashback, or remembered dream. I drew a card indicating that the characters take shelter from a storm inside a cave, and another card that indicated spiders as one of the enemies to be faced. </p><p></p><p>Since it was a dreamlike world, the rain became a kind of nightmare acid brought on by dark dreams and the cave became the realm of the subconscious. The spiders (I used blade spiders, flesh spiders, tomb spiders, and phaseweb spiders--tweaked and quickly printed in the Monster Builder) became metaphors for the master manipulators that represented the BBEG in the campaign. I laid out dungeon tiles in a rough approximation of the map, mixing and matching as it pleased me. </p><p></p><p>In the end it was a neat little adventure inspired from the cards but not taking the cards as gospel. The PC learned stuff about the BBEG and gained direction for his quest. And of course the PC got a good, thorough test of his character's abilities. </p><p></p><p>Anyway, to me that's what these cards are good for. They're a launching point, and you weave and improvise around them. Sure you can play them straight up, but with a little tweaking I was able to make them work right into a story-based campaign.</p></blockquote><p></p>
[QUOTE="Drammattex, post: 4956907, member: 55363"] I picked a deck up at Gen Con and I've used it a couple of times in order to generate ideas for quick adventures, which (imo) is one of the principal attractions of the deck. Last Saturday, I had a player over to convert his old 3.5 character to 4e. After explaining the system to him and walking through character creation, I wanted to let him test drive the mechanics before jumping in with the group. I didn't have an adventure prepared, so that's when I got out the Dungeon Decks. There was an old plotline about this character voyaging through a dreamlike world which didn't get much coverage in-game so we did this as a flashback, or remembered dream. I drew a card indicating that the characters take shelter from a storm inside a cave, and another card that indicated spiders as one of the enemies to be faced. Since it was a dreamlike world, the rain became a kind of nightmare acid brought on by dark dreams and the cave became the realm of the subconscious. The spiders (I used blade spiders, flesh spiders, tomb spiders, and phaseweb spiders--tweaked and quickly printed in the Monster Builder) became metaphors for the master manipulators that represented the BBEG in the campaign. I laid out dungeon tiles in a rough approximation of the map, mixing and matching as it pleased me. In the end it was a neat little adventure inspired from the cards but not taking the cards as gospel. The PC learned stuff about the BBEG and gained direction for his quest. And of course the PC got a good, thorough test of his character's abilities. Anyway, to me that's what these cards are good for. They're a launching point, and you weave and improvise around them. Sure you can play them straight up, but with a little tweaking I was able to make them work right into a story-based campaign. [/QUOTE]
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