The Cards of Doom
by, 10-03-2010 at 08:38 PM (412 Views)
Currently, I’m GMing a Shadowrun game and the team is transporting a cursed object. To spice it up, I made 20 things that can go wrong on a road trip in the Shadowrun world and wrote them on 3x5 cards. Because of the fact that it was a cursed object made all the cards bad things but in different degrees. Then I numbered them 1-20. An appointed player would roll a D20 to see what happened next. Whatever they rolled would get them that numbered card. The fact that the GM and the players didn’t know what would happen next made it interesting and surprising.
This is something that I have used in the passed specifically in a dark ages or old fantasy type setting where travel takes a long time and magical, crazy or just weird stuff can happen. I would make cards of good things and cards of bad things. Then I would classify according to a settings like Lake, Ocean, Mountain, Prairie, Forests, Town and anything else I could think of. To keep it organized, I put them in a recipe card index Ocean under O, Lake under L and so on. Depending on the setting, a random card would be drawn and we would see what happened next.
Sometimes when something good would happen though, they would ignore it and run. Paranoia runs deep with the cards of doom.
What to you think of the cards of doom or the cards of the unexpected? Does anyone else have similar?