Twowolves
Explorer
Piratecat said:Since I'm the guy who brought up "ruined the campaign" line in the other thread, I should be more explicit. In the Deck of Many Things disasters that I've seen, the random magic item created problems so pressing and immediate that they completely changed the DM's and the players' plans. Your buddy's soul got sucked into the void? Rescuing him becomes more important than your current plot. You're carrying the magic maguffin when all your magic items disappear? Too bad for the adventure.
The other problem was one of player frustration. When your buddy has gained levels and multiple goodies, and you're forever dead or you've been struck penniless, it's hard to maintain the same level of fun. I think that's why many DMs I've seen allow one of the Deck's wishes to negate all of the deck's results, even if that's not strictly kosher.
I wish you would have posted this to the DoMT thread, but I'm glad I found it here in any case.
I think that this isn't "ruining" a campaign, just changing it's focus for a short while. It is very campaign specific, and where my game is at the moment (all major plots wrapped up or winding down), it can't really do anything worse than give the party a new direction for the next couple of adventures. But in any case, other than just not using the Deck, what would you do differently or change about it to reign in the worst of the problems?