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<blockquote data-quote="Vaslov" data-source="post: 5422947" data-attributes="member: 37953"><p>As I have around 100 different cards pulled at random every session I rarely have anything prepared. I won't even know when a player will use a card so I just wing it. I suppose I could have some prepared for the game changer cards, but I have found it better to just wing it. </p><p></p><p>Some are simple that just give a small modifier in a certain situation. Something like "fresh breath" which gave the player a plus on a bluff check. Over and done with. The spirit example lasted until the end of that dungeon with the spirit offering minor support here and there, most of it being informational. There are a few cards that have impacted an entire campaign. One card says an NPC suddendly has romantic feelings for one of the players. A player used it against the big bad guy of the plot, not realizing at the time the NPC was the big bad guy. That completely changed the direction of the entire campaign as now the big baddy didn't want her dead for potentially uncovering his plot, but wanted romantic feelings in return! (Necromancers are just misunderstood romantics looking for love...)</p><p></p><p>I would say "DM BEWARE" before using these. You have to enjoy coming up with plot on your feet. While no plan survives contact with players, this adds a whole new level of chaos. I have found it great fun.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 5422947, member: 37953"] As I have around 100 different cards pulled at random every session I rarely have anything prepared. I won't even know when a player will use a card so I just wing it. I suppose I could have some prepared for the game changer cards, but I have found it better to just wing it. Some are simple that just give a small modifier in a certain situation. Something like "fresh breath" which gave the player a plus on a bluff check. Over and done with. The spirit example lasted until the end of that dungeon with the spirit offering minor support here and there, most of it being informational. There are a few cards that have impacted an entire campaign. One card says an NPC suddendly has romantic feelings for one of the players. A player used it against the big bad guy of the plot, not realizing at the time the NPC was the big bad guy. That completely changed the direction of the entire campaign as now the big baddy didn't want her dead for potentially uncovering his plot, but wanted romantic feelings in return! (Necromancers are just misunderstood romantics looking for love...) I would say "DM BEWARE" before using these. You have to enjoy coming up with plot on your feet. While no plan survives contact with players, this adds a whole new level of chaos. I have found it great fun. [/QUOTE]
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