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"Chance Cards" Topic


14 Posts

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The Last Conformist28 Apr 2024 1:46 a.m. PST

Is a chance card simply a card used as a randomizer, in lieu of dice, or something more specific?

advocate Supporting Member of TMP28 Apr 2024 2:42 a.m. PST

I tend to dislike chance cards/tables because the same event tends to keep coming up. Funny once; not so much when it's once a game.

robert piepenbrink Supporting Member of TMP28 Apr 2024 3:16 a.m. PST

I can live with them if they're not game-deciders (which they often are) and if they're not funny (again, all too common.)

Few things more annoying than a game master who has a sense of humor.

IronDuke596 Supporting Member of TMP28 Apr 2024 6:11 a.m. PST

I don't want to randomize the already randomness of most war game rules.

ScottWashburn Sponsoring Member of TMP28 Apr 2024 6:55 a.m. PST

It really depends on the type of game and just how much impact the cards will have. Low impact: fine. Big Impact: No.

Personal logo miniMo Supporting Member of TMP28 Apr 2024 8:38 a.m. PST

Other = low impact is fine; game-changer is bad.

Personal logo etotheipi Sponsoring Member of TMP28 Apr 2024 10:00 a.m. PST

By chance cards, are we talking about something that is added to a set of game rules, not something organic to it? The anti- comments seem to imply that.

If you're talking about something that is not an inherent design criterion in the scenario build, then I think it is a bad idea. If the scenario is designed with them as part of the environment, I don't see what the problem is.

doubleones28 Apr 2024 11:53 a.m. PST

Love 'em and I wish they were more prevalent but I suspect part of my attraction for them is that they're relatively uncommon. Blood Bowl featured them heavily back in third edition and that might be where I started to love them. Game changers are fine. Yeah, it sucks to be on the receiving end, but I view it as just another challenge to be overcome when it happens. It is just a game after all!

Personal logo 20thmaine Supporting Member of TMP28 Apr 2024 3:23 p.m. PST

Other = low impact is fine; game-changer is bad.

Agree

PzGeneral29 Apr 2024 4:07 a.m. PST

Agree with Low Impact.

I just made two fate decks for Valour and Fortitude.

I don't believe they have too much of an impact…

Dave

Frederick Supporting Member of TMP29 Apr 2024 12:28 p.m. PST

I like them but as noted by those wiser than me, low impact and in measured amounts – we use them as things to add some flavour/unpredictability, not as game changers

Personal logo Old Contemptible Supporting Member of TMP29 Apr 2024 10:38 p.m. PST

Something else to keep track of.

Col Durnford Supporting Member of TMP30 Apr 2024 8:08 a.m. PST

Also in the low impact camp.

I would add that each card should have an offsetting card:
Low ammo/ammo found, slow going/find a path, morale check/pass morale check, etc.

Personal logo piper909 Supporting Member of TMP04 May 2024 1:19 p.m. PST

Not usually. Too often warp the game into fantasyland and defeat all one's careful planning, esp. if they're badly designed/conceived.

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