The way the Flashbacks deck varies from standard Plot Twist Cards deck is that the player making the suggestion (or using the bonus) has to justify what they want to happen in terms of the character's past--such as the squire having barely escaped that same forest after a terrifying ordeal with a werewolf. That justification then becomes a permanent part of the character's backstory, and something the player and GM can use to develop the character further and give them even more personality. Importantly, the effects of the cards are always up to the GM's discretion, and they can alter player suggestions to better fit the adventure.
I really like the idea of the cards. However, I used the deck in a couple of chapters of Curse of the Crimson Throne and had disappointing results--I don't think the players really understood the concept, and they tended to forget they had the cards altogether. Still, I might try again in a future campaign after giving a better explanation of why they could be fun and better flesh out PCs and NPCs alike.
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