Fortune Cards |
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Now we have tried Fortune Cards for Feng Shui / Crimson Skies; it works just fine. The main effect is that players are more careful about spending fortune points, saving them up for the cool subplots. It also lets players who are less involved in the plot make a contribution, by playing the cards on their pals.
Players and Fortune CardsEach card has three sections; only the first applies to the players. At the start of the session, each player gets a number of cards equal to his Fortune score. These cards are Fortune point tokens; when you use a Fortune point, you discard a card. But each card also has an associated subplot; these can be used instead of the unusual bonus die effect. Most of the subplots are self-explanatory. Some have rules on the card. The Gamemaster and Fortune CardsFortune cards can also be a tool for the gamemaster. At the beginning of each sequence, and just about at any time when he feels like some inspiration, the GM can draw a card. He can then play that card just like the player's do. The cards also have two GM-only sections. The middle section is the dramatic action part. Inspired by TORG and Masterbook, this is a method for adding tension to dramatic actions. To avoid copyright infringements, I refer you to the TORG or Masterbook rules for this. Let's just say that when you succeed at a certain step, and that step is not on the card, you earn a new card. The third part is the chase step. In a chase, the GM can use these cards to randomly generate obstacles and terrain along the route. This has not been playtested yet; I hope it can work out well. The Cards ThemselvesYou will find the cards here in one big HTML file. Print them, cut them out and put them in card sleves along with some of your old CCG cards. It's ok to 'fess up, I have some of them too. For best effect and some of that Pulp feeling, you should load the Andes free font. A quick search located the following download sites on the net. I'm not affiliated with any of these in any way. |
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