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I've been using the Plot Twist Cards for about 20 sessions while running an adventure path. Instead of giving one to a player every time their PC levels up (as per the instruction card), I've been more cautious and handed out one to every player at the beginning of each chapter of the AP (and drawing one myself to use against them!), with unused cards going back in the deck. My players have used the cards to do some fun things, like have the "Broken" card cause the floor of an abandoned building to crack open, the "Sanity Check" card to have a tentacled water monster appear in the river, etc. In my limited experience, PCs don't use the flat mechanical bonuses and instead use the plot suggestions, saving the cards for when they're needed in an important fight and centering their suggestions on things that can hamper the enemies or help their allies. On the whole, I'm of mixed feelings about them. I really like the surprising twists that the card facilitates and it's great for the players to have a little something hidden away for a rainy day. On the other hand, it's often challenging as a GM to interpret the card and the player's suggested twist in a way that respects the integrity of the concept while also being careful not to trivialize an important encounter. I think I would suggest the cards are good for a group that is a little easy-going and understands the role of GM discretion, but they'd be a bad idea for a very strict "Rules as Written" group.
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