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Is it a durable idea to use Tarot cards to resolve whim of chance?

Sollir Furryfoot said:
Hrm, what I would do is to separate the major and minor arcana, and use them only during combats. I would assign an effect to each major arcana that befits the card, such as the Fool making all rolls of 1-2 automatic/critical failures and the Magician adding +2 to the caster level of all arcane spells. A card from the minor arcana deck would then be drawn, which would determine the number of rounds the major arcana would last (by their corresponding number), and who it effects (allies, opponents, everyone, or no one/or perhaps/Swords-Fighters/Barbarians/Rangers, Coins-Rogues/Bards, Wands-Wizards/Sorcerers, Cups-Clerics/Druids/Paladins) by its type. Whenever the duration of the card effect would end, then another card in its place would be drawn, until the end of the battle.

Suggestions for the effects of Major Arcana (Note that I only have some knowledge on tarot cards):


I would suggest not to reshuffle until the end of a battle for best results. The main purpose would be to add a little flavor and unpredictability in battle (A normally easy battle may turn disastarous if the Devil or Death or both). Hope that helps. I invented this on the fly, btw, and am seriously considering using it in my own game-probably I'll make a PrC which focuses on influencing the draw's decision in the future if I do so.

A couple things. First, if you want to go with the traditional associations of the suits, Swords would be the suit associated with intellectual classes and wizardry, while Wands is the suit of action and physical power (i.e., warriors).

Second, i'd recommend against using Tarot for the scale of action resolution that D&D3E generally does--it's no real change if you just go with the numbers, and the flavor is either lost or overwhelming if you use it. Instead, Tarot is best used for an RPG if you use a very different style of action resolution than D&D does: larger chunks, first of all (decide whole battles, not individual blows), and more thematic rather than logical in application. Doing this takes advantage of the strengths of the cards (complex variable meanings) while minimizing their flaws (inspecific and a bit more time-consuming than rolling a die).

Oh, and whatever you do, i'd recommend deciding on specific rules for replace-and-reshuffle. Not much point in doing it after every draw--again, it becomes just like a die. Everway has you reshuffle whenever you draw a specific card (Usurper), and you could do the same with a Tarot--or make it every time you draw a Major Arcana. Or you could simply go through the entire deck, and then reshuffle.

What Sollir proposes above would be great as an add-on to D&D (though i think it'd work better as a reflection of a general setting, than attached to just a specific character), but doesn't, IMHO, really take advantage of the cards. It's really just a d22 roll. What sets cards apart from dice is the complex nature of the data encoded. IOW, a die only gives you one piece of data: a number. A card gives you at least 2: number and suit/color. And possibly many more once you deal with something like a Tarot deck. Take advantage of this, and extract multiple bits of data from them for your resolution system. Better yet, take advantage of the variable nature of them: a "17" always has the same meaning on a die, but "The Devil" is open to quite a bit of interpretation. If you then narrow those possibilities down to a single meaning/outcome, i think you've missed the point, and may as well be using dice.
 

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The Tarot Suits in Conflict :(

woodelf said:
...
A couple things. First, if you want to go with the traditional associations of the suits, Swords would be the suit associated with intellectual classes and wizardry, while Wands is the suit of action and physical power (i.e., warriors).
...

This goes to Woodelf.

I noticed that you made Tarot Swords match Wizardry and Tarot Wands match Warriors. This is actually the more accurate interpretation of the Tarot Cards.

However, most players will match the cards by the associated names and as such associate Swords with Fighters and Wands with Wizards.

One such gamer is Wormwood who can be quoted as below:
wormwood said:
...
1. Take the numerical suit cards numbered 1-10 and shuffle them well. Hand a stack to each player (max four, one for each Pentacles [Rogues], Cups [Clerics], Wands [Wizards] and Swords [Fighters])
...

In my fantasy setting of EsoTerrana, I therefore resolved to have the following profiles:
WANDS: instincts of man, imagination and represents Sorcerers and Barbarians
SWORDS: intellectual man and represents Wizards, and Trained Fighters/Monks

I am really asking interested gamers to write me and solve this problem before I publish my Codex TaroTerrana!!!

Remi Fayomi
EsoTerrana Designer
 
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ngenius said:
I only found information on the Mage Tarot Deck from the World of Darkness, the White Wolf RPG Setting.

That's an okay deck, but it leans heavily upon Mage characters.

I checked the website www.kargatane.com but did not see much information about Tarrokka only the standard Ravenloft RPG. :(

Do you have a better link?

Remi Fayomi
EsoTerrana Designer

Yup.

http://secure.white-wolf.com/catalog/default.tpl?point=15049

That is the link directly to the Tarokka deck in the catalog.
 

Storm Gorm said:
Drematic Point, Fate Element, Story Element, yes. But this is not supposed to be a thrill for the players (although it will anyways), it is the GM that draws the tarot. And; the GM shall be the only authority of what the tarot cards mean, and in what way it influences, in the same way that he decides everything else in a game.

I think it could be mutually thrilling if you take an alternate approach. Reading the title of the thread got me thinking of this idea, before I even read the post itself. The idea of adding a deck to my game, but not for telling the story or adjudicating situations that rules mechanics already cover. I'm talking about the real deal, what the cards are meant to delve into: Fate.

And I mean that with a capital 'F.' Big Fate. I mean the fates of nations and rulers, the fates of gods and devils and the earth and sky. Normally, the DM plays out "fate" and incorporates it into the adventure as he/she sees fit. But fate in the mythical sense cares nothing for the best-laid plans; it can dash hopes and dreams without hesitation or remorse. As a DM, you would have to be bold and committed to allowing your plans be drawn in different directions.

So I'm thinking something like this. At the beginning of each session, the DM draws a card from the Major Arcana and shows it to the players. The interpretation need not be announced, but the DM must make an interpretation at that time. It may signal the involvement of an unexpected individual, or the fate of an individual. Reversed cards could be treated as a negative fate, a lesser manifestation of the card's meaning, or something that only indirectly affects the characters. Cards may be interpreted either by following accepted Tarot interpretations, or simply thematically by following the pictures.

For example, drawing The Empress could result in the Queen sending the adventurers a significant item as a token of gratitude for their service to the realm. (The Empress: nurture, reward; also it's a picture of an empress, so a queen makes sense).

Drawing Death reversed, could signal the start of a war. (Death: transition, inexorable forces; plus it is death so war makes sense.)

More ambitious DMs could draw more cards, major or minor, to add nuance to the fate. One idea would for reversed cards to signify a subtext to the actual fate, represented by a second major arcana to be drawn.

Then each player draws a minor arcana, this is their fate card for the session. Number cards indicate a one-time benefit, to be used in a situation befitting the suit of the card. It may be played for a bonus of card/2. As a general rule, the suits could be applied as follows:

chalices: any WIS-based check
pentacles: any STR- or CON-based check
swords: any INT- or CHA-based check
wands: any DEX-based check

Drawing a court card indicates a minor event. Based on the role, rather than the degree of the card, and the theme of the suit, the DM comes up with a minor event significant to that player too occur during the session. It should be an experience that, well-played, will grant an individual XP award.

The Knave of Chalices could foretell a new and important relationship, possibly love. (Knave: possibility and adventure, Chalices: relationships, intimacy)

Since an ace an indicate a new beginning, drawing an ace indicates a major event. Player draws one major arcana card. The DM is called upon to come up with a major event for that character to experience. Using the major arcana as the basis for the event, the suite of the ace shouldl add nuance. If both cards are drawn in the same position, it means an overwhelmingly-strong fate, either positive (upright) or negative (reversed). Opposed positions forebode conflict and challenge.

The Heirophant and the Ace of Swords, both reversed, could result in a scandal (Ace of Swords: truth, justice) causing a Paladin's church (Hierophant: belief system, group, cause) to fall apart.

This could be too much for a DM who has a tough time improvising a lot. One solution would be to drop the major events and/or replace minor events with higher bonuses.
 

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