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*TTRPGs General
Times we have made mistake as DMs and how we would do things differently
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<blockquote data-quote="James Gasik" data-source="post: 9358092" data-attributes="member: 6877472"><p>So with the Deck of Many Things, it depends on your style of gaming. If you're trying to run a game where the characters are balanced against each other, one getting 50k xp and a magic item can be problematic.</p><p></p><p>If you're trying to run a game where players are invested in their characters, being killed by death, having your soul stolen, forced alignment change (where you can become EVIL, bwahahaha), trapped in an inescapable prison*- this can really derail a campaign when characters become unplayable.</p><p></p><p>But there are good cards too. The Knight, The Flames, The Key, The Throne- these can lead to new adventures. So it's a mixed bag. In my House of Cards revamp, I've been working on ways to make the cards less likely to wholly derail the adventure (since you have to draw each one to successfully complete the dungeon in the most heavy handed AD&D style). </p><p></p><p>*I will admit, I had an awesome solo adventure when I had a character draw the Donjon and the DM let me start a prison break to escape. I made a makeshift adventuring party of some messed-up weirdo NPC's and fought a 100' tall demon to escape (I made a Wish to bring him down to my size, and instead my character became 100' tall as well!).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9358092, member: 6877472"] So with the Deck of Many Things, it depends on your style of gaming. If you're trying to run a game where the characters are balanced against each other, one getting 50k xp and a magic item can be problematic. If you're trying to run a game where players are invested in their characters, being killed by death, having your soul stolen, forced alignment change (where you can become EVIL, bwahahaha), trapped in an inescapable prison*- this can really derail a campaign when characters become unplayable. But there are good cards too. The Knight, The Flames, The Key, The Throne- these can lead to new adventures. So it's a mixed bag. In my House of Cards revamp, I've been working on ways to make the cards less likely to wholly derail the adventure (since you have to draw each one to successfully complete the dungeon in the most heavy handed AD&D style). *I will admit, I had an awesome solo adventure when I had a character draw the Donjon and the DM let me start a prison break to escape. I made a makeshift adventuring party of some messed-up weirdo NPC's and fought a 100' tall demon to escape (I made a Wish to bring him down to my size, and instead my character became 100' tall as well!). [/QUOTE]
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