Back to the main page

Mailing List Logs for ShadowRN

From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: SR Adventure Cards (long)
Date: Fri, 5 Feb 1999 13:20:18 -0700
For the mere cost of a Thaum, Brett Borger wrote:
/
/ In the great tradition of Role-playing card aids, I was struck by
/ inspiration last week and quickly came up with the following:
/
/ A deck of cards that allow you to craft the bones of an
/ adventure...instantly (well, fast, anyways).

Neat. Thought I'd add my own idea that could be used in addition to
yours.

Take a deck of regular playing cards (jokers included).

Roll 2d6 to determine the number of cards to draw.

Each card indicates the resources availabe to the GM to make an adventure.

Suit Category
---------------------------------------
Hearts Significant Characters
Diamonds Significant Objects
Clubs Significant Security
Spades Significant Information

If the card is numbered, the number indicates the number
people/objects/security obstacles/pieces of information in the
encounter.

If the card is a face card (Jack, Queen, King) this indicates that the
category is a single character/object/security obstacle/piece of
information with a high rating (with the King indicating a *very* high
rating compared to the strength of the PCs).

If the card is an Ace treat it as a face card and draw another card
that the Ace has as a resource.

If the card is a Joker draw another card. Apply an evil GM idea to this
card.

So, lets say that the GM rolls a 4 on 2D6.

He shuffles the deck and draws 4 cards: a 4 of clubs, a 5 of spades, an
Ace of hearts, and a Joker.

The 4 of clubs indicates that there are 4 security obstacles to overcome in
the course of the adventure. These can range from combat encounters with
gangers, to the security system at a corporate research lab.

The 5 of clubs indicates that there 5 pieces of information that the
PCs must aquire. Information can be anything from a datafile on the matrix
to a roleplaying encounter to sweet talk Billy Bo Bob's BBQ recipe out of
the waitress at the Country Dinner (cuz the PCs need that recipe to impress
the corporate VP from Texas who can get them into the research lab).

The Ace of hearts indicates a very powerful NPC. Because it's an Ace
the GM draws another card: a 4 of Diamonds. The NPC has 4 significant
object resources. These could be weapons, vehicles, buildings, land,
magic items, etc.

The Joker indicates that there is a major plot twist in the adventure.
The GM draws another card: the King of Clubs. It has something to do
with someone high skill, or significant natural talent, or special
abilities, in combat. But because it's associated with the joker it's
not a straight up combat encounter.

Anyway, it doesn't deal with plots and stories. It's more of a
brainstormer source that a GM can use to spark creativity.

-David B.
--
"Earn what you have been given."
--
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.