Showing posts with label Whimsy Cards. Show all posts
Showing posts with label Whimsy Cards. Show all posts

Monday, January 2, 2012

RPG and card play - whimsy cards and suchlike

Those of you who have read this blog from the beginning (What? Haven't you all? Go back and read up. I'll wait here) might remember a post I did way back about whimsy cards. I've found something which brought them back to memory.

For those of you who don't know, whimsy cards was a game supplement from Lion Rampart, consisting of a set of cards you could play during the rpg session and have something out of the ordinary happen. It was an interesting way to add some player influence over things in the game, and others have used similar techniques since. Guess what I've found?

My latest find is the Adventure Cards, usable with Savage Worlds. I have not seen the pack sold for SW, but maybe they are as usable for any system as the old whimsy cards were. Anyway, if you are curious about the idea and want to take a peek at them, there is a way!

Point your browser to the Savagepedia, and the Savage Worlds fanzine Shark Bytes. Apart from lots of NPCs, adventures, extra rules and setting material, the fanzine included some extra Adventure Cards. It's all free for download on the 'pedia. Check it out! It would be cool to hear of them being used for a thing like a classic delve.

Tuesday, July 14, 2009

Plot cupons? How about Whimsy Cards?

Long ago I remember seeing a game supplement like no other. It was created by a company called Lion Rampart, which also created Ars Magica. Me and my friends had that gorgeous game and since we had created many characters to it and felt it had potential, we perked up at the promise of more of Lion goodness. For some reason none of us ever bought it, but I have many times wondered how my later gaming habits might have turned out if we had.

For those of you who don't know what Whimsy Cards is, they can be summarized as small cards the players get to wield and play during a session to influence the game world. It's not possible to suddenly say that they sky is purple, but the cards could be used to introduce twists and turns to the game, like a sudden appearance of reinforcements. Whose reinforcements? That'll be decided in play either by the player who played the card, or by the DM who has to take it into account when narrates what happens next. West End Games once published a game called Torg, which you might heard of. It included a set of cards, not unlike the Whimsy Cards, called the Drama Deck. Like the whimsy cards, they could be used to change the gameplay. Just recently I got hold of the boxed set of Torg, and I plan on actually try it out and see how it works.

Some of you, my readers, might of course have heard of the idea of giving the player narrative power. After all, it's one of they identifying mark of many of the new school indie games. But, even for those of you who might not feel very comfortable or interested in those games, I think the idea of Whimsy Cards is an interesting option. It will keep the game on a firm and familiar footing while at the same time inject some uncertainty into the game even for the DM. Also, having to play cards to get narrative power or other kinds of influence will be a way to pace it and see how much of that new spice you'll like in your game. I'd love to hear how some classic gaming goes with that kind of thing added in. One of these days I'll try it myself.

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