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General Tabletop Discussion
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Ley-lines, Dragons, and actual in-game use of a Tarot deck
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<blockquote data-quote="WayneLigon" data-source="post: 3010527" data-attributes="member: 3649"><p>Tarot: The Simple Way</p><p></p><p>I would suggest that the Tarot 'spell' be a ritual lasting 10 minutes or more, or it be a skill roll of some kind. Correct interpretation should result in some foresight into actions or outcomes. To abstract it out, The effect would be to grant the party the effects of a Bless or some degree of AC bonus. Possibly the best way of doing it would be to use the same effects as the various Bard enhancements, save that these last for the entire 'scene'. Some significant bonus that comes from having foreknowledge of what to avoid or do or say.</p><p></p><p>Tarot: The Hard Way</p><p>The much harder (on the GM) way is to use significant parts of the spread to plan the adventure and then let the players interprete if something is significant to them or not. That requires you either doing the spread beforehand and planning the adventure and encounters around it, or being really quick on your GMing feet.</p><p></p><p>Or you could just do like most tarot readers have done: point out the 'significant portions' after the fact (You: Oh, that peddlar you met and the advice he gave..? Remember what the Emperor card in that position meant? Players; Ooooooh!), and use the entire system for added flavor for the campaign world.</p><p></p><p>The Dragon had a good article about a Tarot-based Deck of Meny Things, many years ago. It's probably on the archive CDs if you can find them.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3010527, member: 3649"] Tarot: The Simple Way I would suggest that the Tarot 'spell' be a ritual lasting 10 minutes or more, or it be a skill roll of some kind. Correct interpretation should result in some foresight into actions or outcomes. To abstract it out, The effect would be to grant the party the effects of a Bless or some degree of AC bonus. Possibly the best way of doing it would be to use the same effects as the various Bard enhancements, save that these last for the entire 'scene'. Some significant bonus that comes from having foreknowledge of what to avoid or do or say. Tarot: The Hard Way The much harder (on the GM) way is to use significant parts of the spread to plan the adventure and then let the players interprete if something is significant to them or not. That requires you either doing the spread beforehand and planning the adventure and encounters around it, or being really quick on your GMing feet. Or you could just do like most tarot readers have done: point out the 'significant portions' after the fact (You: Oh, that peddlar you met and the advice he gave..? Remember what the Emperor card in that position meant? Players; Ooooooh!), and use the entire system for added flavor for the campaign world. The Dragon had a good article about a Tarot-based Deck of Meny Things, many years ago. It's probably on the archive CDs if you can find them. [/QUOTE]
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Ley-lines, Dragons, and actual in-game use of a Tarot deck
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