Re: Outdoor adventure cards?
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Re: Outdoor adventure cards?
Added to backerkit for cards of destiny. Boy is that going to be a big box for me.
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Re: Outdoor adventure cards?
I just went through these and compared all of them to Phil's Kickstarter versions.
The 53 cards are drawn roughly evenly from Phil's Outdoor Encounter Cards 1 and 2 - Cards 1-25 are from Set 2 and the remainder are from Set 1.
Interestingly, most references to goblins, kobolds, and rangers have been removed or changed. Rangers are now referred to as woodsmen, more clearly referencing the ItL skill [and quite possibly cautiously avoiding the possible ire of the Tolkien estate). Some references to goblins have been changed to orcs, and others are just more generic. |
Re: Outdoor adventure cards?
I'm really enjoying the card set; it is surprisingly dense with creative, gameable ideas. As a product, it feels similar in quality to the better class of 'random table' adventure seed products that have come out for the OSR (like the Dungeon Alphabet), but I prefer this format of a deck of cards. It is both easier and funner to draw a card (as opposed to paging through a book and rolling on a table, which is more time consuming and kind of takes you out of your 'flow' at the table). Perhaps this is already the plan, but I'm struck by the great potential for using this sort of format as a way to introduce to TFT something of the game play experience of Munchkin or other card based games. Such a hybrid would have a much zippier and free-wheeling feel than a conventional scripted table top roleplaying adventure, yet the schematic nature of the adventure seeds means a lot of GM creativity and decision making is still called for. It's just more akin to improv and less like narrating a TV episode.
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Re: Outdoor adventure cards?
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* You can remove a card from a deck once it has been used. * You can shuffle new cards into an existing deck. Card decks give them GM more control over the "random table." |
Re: Outdoor adventure cards?
Good points. These are among the reasons why the 'value per card' of a deck feels like it grows with the size of the deck - a kind of exponential growth in how much you like your deck. This obviously raises the question of how much the range of related products will grow over time. Rumors and Treasures from DoD will contribute to this general sort of capability. But the description of these in the kickstarter campaign sounds like they will fill different roles from the wilderness cards. Might we see things that resemble wilderness cards but are for cities or dungeons?
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Re: Outdoor adventure cards?
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Re: Outdoor adventure cards?
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But what about cases where you want weighted results? For example, many encounter tables will sum 2 or 3 6-sided dice to determine the row. The results in the middle are most likely to occur and the one's on the edges are the least likely. What are some ways to do something similar with cards? Obviously, multiple copies of some cards could do that, if you have access to them. Other ideas? |
Re: Outdoor adventure cards?
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2 piles: 1-4 likely pile. 5-6 less likely pile. 3 piles: 1-3 likely pile, 3-5 less likely pile, 6 unlikely pile. Something like that. |
Re: Outdoor adventure cards?
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