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<blockquote data-quote="BookTenTiger" data-source="post: 8870981" data-attributes="member: 6685541"><p>A little more detail about how I set up the randomly-generated campaign...</p><p></p><p>I created three sets of cards: Star Cards, Sun Cards, and Moon Cards.</p><p></p><p>The Star Cards had 12 locations in the campaign setting, each represented by a symbol. Some symbols were obvious, like a smuggler's ship representing a big pirate port city, and some were more interpretive, like a buried tree representing the home village of an oppressed people.</p><p></p><p>The Sun Cards had 8 adventure goals:</p><p>1. A powerful magic weapon.</p><p>2. A potential ally.</p><p>3. A powerful enemy.</p><p>4. A magic ritual that could help the players.</p><p>5. A treasure hoard.</p><p>6. A source of valuable knowledge.</p><p>7. Someone secretly working with the enemy.</p><p>8. A powerful magic artifact.</p><p>(Many of these were inspired by the Tarokka cards of Curse of Strahd.)</p><p></p><p>Finally, the Moon Cards had 8 complications:</p><p>1. ...has been stolen.</p><p>2. ...is lost.</p><p>3. ...is allied with an enemy.</p><p>4. ...is broken.</p><p>5. ...is in danger of being broken.</p><p>6. ...is dangerous.</p><p>7. ...is doubled.</p><p>8. ...is cursed.</p><p></p><p>The characters would receive readings by choosing different cards (this was on Roll20, so I had graphics representing the cards). The results would then be given a prophesy-like interpretation. For example:</p><p></p><p>"Where black sails fill with the night's cold winds, you will find a weapon of great power, though it carries a terrible curse!"</p><p></p><p>The characters would travel to the pirate city, find rumors of a cursed treasure, and the adventure would unfold!</p><p></p><p>I would usually do two or three readings at a time so that I didn't have to prep too many adventures at once. It was a lot of fun, both for the players and for me as a DM!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8870981, member: 6685541"] A little more detail about how I set up the randomly-generated campaign... I created three sets of cards: Star Cards, Sun Cards, and Moon Cards. The Star Cards had 12 locations in the campaign setting, each represented by a symbol. Some symbols were obvious, like a smuggler's ship representing a big pirate port city, and some were more interpretive, like a buried tree representing the home village of an oppressed people. The Sun Cards had 8 adventure goals: 1. A powerful magic weapon. 2. A potential ally. 3. A powerful enemy. 4. A magic ritual that could help the players. 5. A treasure hoard. 6. A source of valuable knowledge. 7. Someone secretly working with the enemy. 8. A powerful magic artifact. (Many of these were inspired by the Tarokka cards of Curse of Strahd.) Finally, the Moon Cards had 8 complications: 1. ...has been stolen. 2. ...is lost. 3. ...is allied with an enemy. 4. ...is broken. 5. ...is in danger of being broken. 6. ...is dangerous. 7. ...is doubled. 8. ...is cursed. The characters would receive readings by choosing different cards (this was on Roll20, so I had graphics representing the cards). The results would then be given a prophesy-like interpretation. For example: "Where black sails fill with the night's cold winds, you will find a weapon of great power, though it carries a terrible curse!" The characters would travel to the pirate city, find rumors of a cursed treasure, and the adventure would unfold! I would usually do two or three readings at a time so that I didn't have to prep too many adventures at once. It was a lot of fun, both for the players and for me as a DM! [/QUOTE]
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