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General Tabletop Discussion
*TTRPGs General
Ley-lines, Dragons, and actual in-game use of a Tarot deck
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<blockquote data-quote="BullMarkOne" data-source="post: 3010787" data-attributes="member: 30409"><p>Hmm, I think I see what your implying.. I would definately see the value of a free interpretation method. But what about the following?</p><p></p><p>When prepping (writing or tweaking published) adventures you could assign certain cards to certain encounters, or build up a stable of tangental plotlines (ie not necessary to your main plot). You could also assign certain cards to specific npc's or treasure items. Possibly allowing the players to dictate to a small, semi-random degree the details of the adventure. The character casts the spell, the spread is layed out, and then left near the table as a guide for you to reference when the key encounters come up. Might be able to add a nifty element of surprise to your own game design as well.</p><p></p><p>I'm not trying to imply that you should give all of the cards in a tarot deck meaning for any given adventure. I think that a small fraction should be treated so, leaving you with the option of freely interpreting the majority of the cards.</p><p></p><p></p><p>On the subject of open interpretation: you could make up totally arbitrary interpretations of cards and use these to feed the players information. Either hints about the upcoming adventure, or bits of interesting, and maybe relevant history about the setting.</p><p></p><p>You could also let certain of the major arcana come to represent major npc's in your plot. I mean the movers and shakers that are outside the pc's reach at their current level. I'd try to let this grow naturally tho, and not set any value to these cards at the campaign start.</p></blockquote><p></p>
[QUOTE="BullMarkOne, post: 3010787, member: 30409"] Hmm, I think I see what your implying.. I would definately see the value of a free interpretation method. But what about the following? When prepping (writing or tweaking published) adventures you could assign certain cards to certain encounters, or build up a stable of tangental plotlines (ie not necessary to your main plot). You could also assign certain cards to specific npc's or treasure items. Possibly allowing the players to dictate to a small, semi-random degree the details of the adventure. The character casts the spell, the spread is layed out, and then left near the table as a guide for you to reference when the key encounters come up. Might be able to add a nifty element of surprise to your own game design as well. I'm not trying to imply that you should give all of the cards in a tarot deck meaning for any given adventure. I think that a small fraction should be treated so, leaving you with the option of freely interpreting the majority of the cards. On the subject of open interpretation: you could make up totally arbitrary interpretations of cards and use these to feed the players information. Either hints about the upcoming adventure, or bits of interesting, and maybe relevant history about the setting. You could also let certain of the major arcana come to represent major npc's in your plot. I mean the movers and shakers that are outside the pc's reach at their current level. I'd try to let this grow naturally tho, and not set any value to these cards at the campaign start. [/QUOTE]
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Ley-lines, Dragons, and actual in-game use of a Tarot deck
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