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Purple Index Cards: On-the-Fly Setting and Plot Collaboration
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<blockquote data-quote="Evilhalfling" data-source="post: 5604317" data-attributes="member: 16991"><p>After last nights game, a player tells me: </p><p>"Those plot cards are consistently creating some of the best moments of the game." </p><p></p><p><u>"I was here the whole time!"</u> - the party was attacked by waves of barbarians. I was resolving it as a skill challenge. Planning on 4 waves of attacks, and running the climax as an actual fight.</p><p> One of the players declares that minion #14 on the left is actually an evil wizard, 2nd in command (to a dragon). I had them roll initiative, the evil wizard won but 2 PCs were close. I had him delay, until both PCs attacked him, then had him flee. If the PCs controller, or leader/controller had gone first he would have died right there. </p><p></p><p>The next scene the players were given a bunch of minions and had to hold off a small enemy force (including the evil wizard). All the PC minions had a little flavor - "Laughing Birk" was insane, one was lawful good, "Fred jr XII" was proud of his long family history, etc. Laughing Birk runs runs away from the fight, and gets around behind them. </p><p></p><p>Pointing to an enemy minion that was identical to himself, they could have easily been tribe mates.</p><p>"<u>Dont I know you from somewhere </u> <em> Yes, you were the one with the squid tentacles coming out of his head"</em></p><p>-shocked silence</p><p><em>"You were there when that damn fish-flower ate my porridge!" </em></p><p>-he charges an hits the enemy minion. After the table finally quit laughing I declared the (2 hit) minion dead out of sheer surprise. Laughing Birk ran off again, and the two surviving PC minions bailed as well.</p><p></p><p>End of session - having finally defeated the horde,</p><p>the PCs are now looking for a lost underground civilization, but had run out of immediate clues. I was expecting them to be forced to put that quest on hold until the snow melted, and take care of some other minor quests.</p><p> <u>"I know the perfect place" </u></p><p>The dwarf player says: "There is an underground dwarven city not far from here, why don't we go ask them about it? (he suggested a place about half way between his homeland, and there best guess of the others location.)</p><p>-- of course they would know about it. It might even be the same place, with the dwarves colonizing a failed human city .... at the least the dwarves will know where the cursed lands are, and have rules against using <em>Those tunnels</em> Suddenly the quests I had planned look less interesting than dealing with a city of reclusive dwarves, and a long underdark hike to their true destination.</p><p></p><p><em>PS: It took 3 sessions to wrap up the aftereffects of the <u>Magical Event</u> Plot card that I wrote about in an earlier post. The party now has a over 30 fanatically loyal barbarian warriors plus twice that number of grateful, dependent non-combatant women, elderly and children.</em></p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 5604317, member: 16991"] After last nights game, a player tells me: "Those plot cards are consistently creating some of the best moments of the game." [U]"I was here the whole time!"[/U] - the party was attacked by waves of barbarians. I was resolving it as a skill challenge. Planning on 4 waves of attacks, and running the climax as an actual fight. One of the players declares that minion #14 on the left is actually an evil wizard, 2nd in command (to a dragon). I had them roll initiative, the evil wizard won but 2 PCs were close. I had him delay, until both PCs attacked him, then had him flee. If the PCs controller, or leader/controller had gone first he would have died right there. The next scene the players were given a bunch of minions and had to hold off a small enemy force (including the evil wizard). All the PC minions had a little flavor - "Laughing Birk" was insane, one was lawful good, "Fred jr XII" was proud of his long family history, etc. Laughing Birk runs runs away from the fight, and gets around behind them. Pointing to an enemy minion that was identical to himself, they could have easily been tribe mates. "[U]Dont I know you from somewhere [/U] [I] Yes, you were the one with the squid tentacles coming out of his head"[/I] -shocked silence [I]"You were there when that damn fish-flower ate my porridge!" [/I] -he charges an hits the enemy minion. After the table finally quit laughing I declared the (2 hit) minion dead out of sheer surprise. Laughing Birk ran off again, and the two surviving PC minions bailed as well. End of session - having finally defeated the horde, the PCs are now looking for a lost underground civilization, but had run out of immediate clues. I was expecting them to be forced to put that quest on hold until the snow melted, and take care of some other minor quests. [U]"I know the perfect place" [/U] The dwarf player says: "There is an underground dwarven city not far from here, why don't we go ask them about it? (he suggested a place about half way between his homeland, and there best guess of the others location.) -- of course they would know about it. It might even be the same place, with the dwarves colonizing a failed human city .... at the least the dwarves will know where the cursed lands are, and have rules against using [I]Those tunnels[/I] Suddenly the quests I had planned look less interesting than dealing with a city of reclusive dwarves, and a long underdark hike to their true destination. [I]PS: It took 3 sessions to wrap up the aftereffects of the [U]Magical Event[/U] Plot card that I wrote about in an earlier post. The party now has a over 30 fanatically loyal barbarian warriors plus twice that number of grateful, dependent non-combatant women, elderly and children.[/I] [/QUOTE]
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