Tried this out last night and loved it! I used the 5e tarokka deck and had each high deck card trigger a specific encounter, event, landmark, etc. themed on the card. When I do this again, I'll also add themed fluff for each suit, and completing a suit will reveal a major area based on that theme. That way players could actively pursue matches in that suit if they like the clues they've discovered. All in all, I love this simple supplement and wish I found it sooner! Thank you!
"Shortcuts." I think you should mention during "Navigating The Maze" that players are supposed not to help each other, else the advantage of "Shortcuts" is superfluous. But: I feel forcing a party of adventurers not to collaborate is a poor idea -- maybe a shortcut could do something else, like let the next player flip over more than two cards?
That actually is mentioned during the Navigating the Maze section, but I will clarify the language so the two sections match.
I also feel that forcing them not to collaborate is not the greatest feeling. In practice though I found that the game was far to easy when all the players could just work together and it undercut the spirit of the mini-game. Maybe I will add something that chalks this rule up to how hard it can be to describe directions to someone else in real life (That's always been my experience).
Could you explain the "Landmarks" mechanic? It seems to do nothing if revealed cards are removed from the table, since players don't interact with revealed cards anyways, and it doesn't change the "once a full suit is revealed" mechanic since the face-down cards in that suit remain on the table.
Good catch. I guess the idea is that if there are no revealed cards and you hit a landmark, the landmark is wasted. I have another idea (A landmark prevents a setback from happening). I will update it with that instead.
← Return to project
Comments
Log in with itch.io to leave a comment.
Tried this out last night and loved it! I used the 5e tarokka deck and had each high deck card trigger a specific encounter, event, landmark, etc. themed on the card. When I do this again, I'll also add themed fluff for each suit, and completing a suit will reveal a major area based on that theme. That way players could actively pursue matches in that suit if they like the clues they've discovered. All in all, I love this simple supplement and wish I found it sooner! Thank you!
That's awesome! I am so glad you liked it and found it useful.
"Shortcuts." I think you should mention during "Navigating The Maze" that players are supposed not to help each other, else the advantage of "Shortcuts" is superfluous. But: I feel forcing a party of adventurers not to collaborate is a poor idea -- maybe a shortcut could do something else, like let the next player flip over more than two cards?
That actually is mentioned during the Navigating the Maze section, but I will clarify the language so the two sections match.
I also feel that forcing them not to collaborate is not the greatest feeling. In practice though I found that the game was far to easy when all the players could just work together and it undercut the spirit of the mini-game. Maybe I will add something that chalks this rule up to how hard it can be to describe directions to someone else in real life (That's always been my experience).
Thanks for the feedback!
Could you explain the "Landmarks" mechanic? It seems to do nothing if revealed cards are removed from the table, since players don't interact with revealed cards anyways, and it doesn't change the "once a full suit is revealed" mechanic since the face-down cards in that suit remain on the table.
Good catch. I guess the idea is that if there are no revealed cards and you hit a landmark, the landmark is wasted. I have another idea (A landmark prevents a setback from happening). I will update it with that instead.
Thanks again!