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Ingenious & Game-expanding Houserules
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<blockquote data-quote="Kelvor Ravenstar" data-source="post: 6125010" data-attributes="member: 33291"><p>Must ... not ... shill.</p><p>Dang, failed my save vs Houserules.</p><p></p><p>The houserule that has influenced my game the most over my last two 4th edition campaigns has been these decks of cards.</p><p><a href="http://www.enworld.org/forum/showthread.php?271730-Purple-Index-Cards-On-the-Fly-Setting-and-Plot-Collaboration" target="_blank">http://www.enworld.org/forum/showthread.php?271730-Purple-Index-Cards-On-the-Fly-Setting-and-Plot-Collaboration</a></p><p></p><p>If you don't want to read the whole thread, here's the gist of it. SabreCat produced a deck of plot twist cards, which offer a variety of benefits, such as auto-success on a skill check, narrate the consequences of a failure, increasing the difficulty of fights, introduce new NPCs or backstory elements, etc. I've written a number of cards for it myself, but I have to admit the ideas for many of the cards come from similar products I've found online. They offer a limited form of plot-adjustment for the players, and can do similar things to the FATE system's Aspects rules. Each card, in addition to its power, gives a XP benefit, so players are rewarded for making things tougher for their characters. The cards that give new combat abilities without a drawback are absent the XP bonus. </p><p>I find they really shine when you have an instigator player type in the game, they'll play as many cards as they can, just to see what happens.</p></blockquote><p></p>
[QUOTE="Kelvor Ravenstar, post: 6125010, member: 33291"] Must ... not ... shill. Dang, failed my save vs Houserules. The houserule that has influenced my game the most over my last two 4th edition campaigns has been these decks of cards. [URL]http://www.enworld.org/forum/showthread.php?271730-Purple-Index-Cards-On-the-Fly-Setting-and-Plot-Collaboration[/URL] If you don't want to read the whole thread, here's the gist of it. SabreCat produced a deck of plot twist cards, which offer a variety of benefits, such as auto-success on a skill check, narrate the consequences of a failure, increasing the difficulty of fights, introduce new NPCs or backstory elements, etc. I've written a number of cards for it myself, but I have to admit the ideas for many of the cards come from similar products I've found online. They offer a limited form of plot-adjustment for the players, and can do similar things to the FATE system's Aspects rules. Each card, in addition to its power, gives a XP benefit, so players are rewarded for making things tougher for their characters. The cards that give new combat abilities without a drawback are absent the XP bonus. I find they really shine when you have an instigator player type in the game, they'll play as many cards as they can, just to see what happens. [/QUOTE]
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