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Fortune Telling in 4E
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<blockquote data-quote="bennyhobo" data-source="post: 5630004" data-attributes="member: 89606"><p>As much as I'd like to go out and buy a tarot deck, I'm pretty set on using the one I've got. You're right, it doesn't exactly lend itself directly to fortune telling. But I think I can make it work. It's still better than a regular deck of cards, and I already paid for it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>I do like your structure better than what I had. Past, Present, Future. Then positive and negative forces. Then the final statement. I think I'll switch to that. This way I can use it either to tell a fortune, or find the answer to a question. Giving the players that choice is a good idea. Keying into inverted cards had occurred to me, but I wasn't sure how best to decide when they were and weren't inverted, so laying it out in a triangle makes that work better.</p><p> </p><p>Yeah, I definitely want to reward the players for dealing with this stuff in the game. Rather than introduce some kind of new mechanic, I'll probably just give them bonus XP, or extra action points, or maybe good loot. I might as well come right out and ask what would motivate them the most. I think that will help them get into it if they get to pick the type of reward.</p><p> </p><p>The more I'm thinking about it, the better I like the idea of this being used to answer a question, rather than just tell a fortune. The PCs are also going to be cursed at this point. So it would be a good way for them to learn how to lift that curse. And that'll definitely drive the story.</p></blockquote><p></p>
[QUOTE="bennyhobo, post: 5630004, member: 89606"] As much as I'd like to go out and buy a tarot deck, I'm pretty set on using the one I've got. You're right, it doesn't exactly lend itself directly to fortune telling. But I think I can make it work. It's still better than a regular deck of cards, and I already paid for it. :) I do like your structure better than what I had. Past, Present, Future. Then positive and negative forces. Then the final statement. I think I'll switch to that. This way I can use it either to tell a fortune, or find the answer to a question. Giving the players that choice is a good idea. Keying into inverted cards had occurred to me, but I wasn't sure how best to decide when they were and weren't inverted, so laying it out in a triangle makes that work better. Yeah, I definitely want to reward the players for dealing with this stuff in the game. Rather than introduce some kind of new mechanic, I'll probably just give them bonus XP, or extra action points, or maybe good loot. I might as well come right out and ask what would motivate them the most. I think that will help them get into it if they get to pick the type of reward. The more I'm thinking about it, the better I like the idea of this being used to answer a question, rather than just tell a fortune. The PCs are also going to be cursed at this point. So it would be a good way for them to learn how to lift that curse. And that'll definitely drive the story. [/QUOTE]
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