As a seasoned game writer and tabletop enthusiast, I can truly empathize with Di’s predicament. The uncertainty surrounding D&D’s new edition has been a rollercoaster ride for many of us in the community. It’s like waiting for the other shoe to drop, or in this case, the rulebook.
Creator Ginny Di and publishing company Media Lab Books are set to launch a third-party item for Dungeons & Dragons titled The Game Master’s Deck of Fortunes and Misfortunes. As our group’s Dungeon Master, I can hardly contain my excitement about this release. Unlike the Deck of Many Things which brings instant turmoil, the Deck of Fortunes and Misfortunes offers narrative-based blessings and curses that may have long-term effects and create intriguing roleplaying opportunities. What I love most about the deck is how some cards can disrupt the longstanding mechanics of Dungeons & Dragons, even turning traditionally safe actions (such as sleeping) into potentially risky situations.
The Deck of Boons and Banes consists of a set of 40 cards, beautifully designed by artist Tim Foley, accompanied by a guidebook detailing the lore and gameplay effects associated with each card. The deck features 20 Boons (benefits) and 20 Banes (detriments). It encompasses a diverse range of powerful abilities and daunting challenges, such as forming an alliance with a playful yet tricky fairy sprite on one card, while on another, summoning your character’s malevolent shadow. As Di explained to me, the aim is to enhance the epic feel of games by amplifying both the peaks and valleys of gameplay experiences.
She elaborated: “One cause of our ups and downs is the intensity and impact, not just of our personal experiences, but also of our influence on the world. This aspect has always fascinated me in fantasy. When we reach advanced stages in games like D&D, we crave that same intensity. I believe this desire intensifies at higher levels, but it can be challenging to maintain that drama throughout. However, I’ve noticed that when we reach those top tiers, rewards and consequences can become harder for the Game Master to manage on such a large scale. There are only so many unique magical items one can acquire before receiving another becomes less thrilling.”
In terms of penalties, Di explained, “Typically, when characters reach higher levels, Game Masters might resort to harsher punishments as they struggle to intensify the narrative. These punishments are often either tiresome, requiring numerous sessions to resolve an annoying issue, or fatal. I believe these should not be the only choices. My intention with this deck was to offer a tool that helps Game Masters design immersive and exciting gameplay experiences. When there’s a victory, triumph, or reward, it should feel significant and impactful, shaping the gameplay significantly. As a player, when I receive a reward, I want to be thrilled about how it will influence the game moving forward.”
As I previously mentioned, I’m particularly excited about how the game deck will challenge conventional D&D mechanics, focusing on areas where player control isn’t inherent. I enjoy playing D&D, but I find that some aspects lack the engaging story-driven choices that make the game so thrilling. For instance, consider Long Rests, a mechanism that enables characters to recuperate from lethal injuries and replenish spent class abilities and spell slots. It’s a secure part of the game with no significant mechanical drawbacks. While there might be potential dangers like ambushes or theft during sleep, these elements don’t typically deter D&D players from skipping rest. Instead, they merely introduce risk. However, what if resting resulted in truly alarming outcomes?
In simpler terms, Di referred to Creeping Stoneflesh as an illustrative case. This affliction first affects one of the character’s legs, reducing their movement speed and making it harder for them to perform Acrobatics or Athletic feats. Unlike most ailments, it can’t be cured by conventional means like Greater Restoration or Remove Curse spells. Every time your character decides to rest, you roll a 20-sided die. Depending on the result, your character might find themselves with their other leg or arm turned to stone upon waking. Sometimes, nothing will happen. Essentially, resting becomes a risky endeavor for the character. Running out of spell slots or accumulating levels of Exhaustion can be challenging, but they can manage (for some time, at least). However, if both legs are affected, the character can no longer walk, and losing an arm means they can’t wield two-handed weapons or cast spells with that hand.
As someone who has spent years immersed in tabletop role-playing games, I find that the element of a character being driven by an intense, relentless momentum is one of the most captivating and engaging aspects of both gameplay and storytelling. This kind of character is compelled to keep moving, whether it’s physically (by skimping on sleep to evade the Creeping Stoneflesh) or narratively (encouraging the party to take action instead of standing still and discussing).
Di explained that she didn’t want the cards to merely amplify or diminish what had already occurred in the game, but rather, she aimed for them to offer something fresh and distinctive. She didn’t want players to feel like their armor class was just reduced with no significant impact, for example, as that wouldn’t add much value. Instead, she wanted all cards to contribute significantly to the storyline and offer new ways to play, while still maintaining the structure of the D&D gameplay, including long rests, spell slots, armor class, etc., but ensuring each addition felt like a unique twist on how the game was being played.
She went on to explain, “I’m pondering about another situation where we find a familiar concept and make it less predictable. This challenge is called Plague of Frailty, which causes your character to become weak and unwell. It alters how healing works for you, making it less effective. Even when you receive healing from spells or potions, the benefits are only half as strong. In games like D&D, healing can already be hard to come by, and some players even choose not to heal in combat due to its minimal impact compared to damage. This plague adds an extra layer of difficulty, making it challenging to recover fully without taking a long rest. Changing something that is typically safe or beneficial into something harmful seems to be one of the strategies we employ with this deck.”
1) Not only does the title suggest a positive spin, but the deck delivers on that promise with exciting benefits and captivating storylines for each card. As Di put it, “There are certainly many cards I like, but let me tell you, artist Tim Foley has managed to move certain cards higher up on my list or even place them among my favorites with his stunning artwork.” Unsurprisingly, the first card that pops into her mind when discussing favorites is none other than “Fey Favorite”.
She added: “This is an amazing gift for Fey Favorite! Essentially, the fey have bestowed their favor upon you, which grants you access to certain fey-related perks. You acquire Fairy Fire as a spell that you can cast freely, and furthermore, a Pixie becomes your closest friend. This pixie accompanies you and serves as a companion, much like a familiar, but with a twist of mischief and chaos in its interactions with you. It’s not about commands and obedience, but rather having a pixie pal who is by your side and will be an ally to you. And let me tell you, this was one of those cards that resonated deeply within me. I thought, ‘What do I desire most? What advantage would excite me so much?’ And the answer of a pixie friend at the top of my list is definitely it!”
As Di explains, each card features two linked tasks or quests. The quests associated with benefits (boons) provide guidance for a character to acquire that advantage, while the quests related to disadvantages (banes) offer solutions for an adventurer to eliminate the negative impact or pass it on to someone else, such as a wicked mage who murdered your character’s parents and doesn’t deserve a peaceful death. Di adds that these quests can be employed in any way you find useful, but for banes, we designed the side quests to help players reverse the negative situation. In other words, I prefer creating an opportunity for players to remove or undo the curse rather than having it last forever, as I don’t find eternal curses fun. For boons, the tasks are intended to earn the advantage. If you choose to use the quests this way as a Game Master, you can assign a specific task to a player to obtain the boon.
In Di’s words, these benefits serve as a springboard for numerous character class concepts that are often tied to serving others, such as Clerics, Druids, Paladins, or Warlocks. For example, a monarch might assign a duty to their faithful knight, or a deity or ethereal entity could request an action from a devotee or follower during a pilgrimage or covenant. However, each boon and curse is adaptable enough to fit seamlessly with any character class, ensuring everyone at your gaming table experiences both the joy and hardship.
In designing the advantages and disadvantages, it’s unlikely that a party will experience the Game Master’s kindness and punishment equally. Therefore, Di emphasized the importance of linking each advantage and disadvantage to character actions. These aren’t meant to be casually given out, but rather precious blessings and curses that are earned through compelling storytelling.
As a devoted gamer, I firmly believe that connecting these elements to your character’s in-game actions is absolutely crucial, and that’s why we’ve incorporated side quests. You see, to gain a boon, you must actively perform tasks and achieve goals. Now, Game Masters can interpret this however they wish, but the underlying message is clear: you have to prove your worth to earn a boon of such power.
In the continuation of the narrative, Di explained how her D&D group stumbled upon a book submerged in a sunken ship at the ocean floor. The Game Master portrayed this book as sinister and brimming with dark, ominous energy. Trying to capitalize it, the party approached a vendor, but the ominous aura of the book dissuaded him from offering a hefty price. Seizing the opportunity to embody Vanya’s chaotic nature, her player made her character assert that the menacing-looking book was harmless and proceeded to open it, defying the obvious danger.
Di stated, “We were clearly warned by the Dungeon Master about the book’s perilous nature, which I believe demonstrates an ideal scenario for a Game Master to introduce a ‘bane.’ This ‘bane’ isn’t aimed at a specific player but rather invites chaos into their character’s life. This seems to be a player who thrives on unpredictability and excitement. They’re deliberately seeking turmoil when they open that book. I too have been that player. It’s crucial for a Game Master to read the room, understanding when it’s appropriate to introduce high-stakes elements. As long as you inform players of potential risks associated with actions, such as ‘If you draw this card, open this book, or unlock this tomb, these are risky choices,’ and there’s a consequence for those risks, no one is surprised or upset.”
As a seasoned Tabletop Roleplaying Game (TTRPG) enthusiast with over two decades of gaming under my belt, I find the versatility of this deck truly impressive. Having played in campaigns spanning various levels and systems, I appreciate the thoughtful design that allows Game Masters to tailor these boons and banes for different experiences.
“[Scaling] played a significant role in our design process for this deck as it is crucial for higher level game mechanics, despite being less common and thus having fewer resources available. As a provider of gaming materials, I often hear from my subscribers and patrons that they prefer resources tailored to lower-level play due to their increased usage. However, this means that creating resources for high-level play can be challenging as it will likely benefit fewer people. Our aim with this deck was not only to create valuable resources for the high-tier players who need them, but also to make it suitable for lower-level games and within those tiers due to the significant differences even in these brackets. We made sure that each card had a built-in scaling feature that would adjust depending on the game environment.”
As a devoted fan, I echo her sentiments: “What sets this deck apart within the D&D universe can be traced back to The Deck of Many Things. However, unlike its counterpart, many of the results from The Deck of Many Things are fleeting, one-time occurrences. Since they’re random, their impact on the game narrative is limited. My ambition for this deck was to create something that would deeply intertwine with your game’s story and become an integral part of it. It should come with its own tale, enriching the narrative and providing a unique flavor that seamlessly integrates into your game. Each boon or bane received by the player character should feel like it shapes their character’s story. I believe that this deck offers a rich tapestry of stories that could be effectively adapted to other systems. If this were merely mechanics without a comprehensive guidebook, I might suggest another option for a different system. However, due to the depth of story in [The Deck of Boons and Banes], I think its value transcends systems.”
As a seasoned tabletop RPG enthusiast with over two decades of gaming under my belt, I’ve had the pleasure of exploring various systems and their unique nuances. The Deck of Boons and Banes I’ve been developing could fit seamlessly into dynamic campaigns like Kobold Press’ Tales of the Valiant, Paizo’s Pathfinder 2e, Metal Weave Games’ Tales of Myriad, and Critical Role’s Daggerheart.
Di expressed concern about writing for the 5e game, as there’s always uncertainty if previous content will still function properly. She had hoped that backward compatibility would become official, but a year later, she wasn’t certain it would hold true, especially since she hadn’t finished the book for the Deck of Boons and Banes yet. Now, she feels relieved as the situation has developed. Although changes make backward compatibility more complex, she is optimistic that her work on this deck rests on a solid foundation of game mechanics, and Wizards of the Coast made an effort to minimize changes in the 2024 rulebooks.
I’ve been busy developing a project since last September, partnering with Media Lab Books to create “The Game Master’s Deck of Boons and Banes.” This exciting product will be available starting October 1, but you can secure your copy by pre-ordering it now! To find out more and pre-order: [Link]
— Ginny Di (@itsginnydi) July 25, 2024
She added: “I believe there are numerous modifications in these updated rule manuals that are intriguing, beneficial, and progressive, but also some that leave me scratching my head. However, I suspect this is typical when something you cherish deeply undergoes alteration. I trust this deck will perform just as effectively during gameplay as it would have with 5e. It’s plausible, though nothing specific comes to mind at the moment, that there might be elements in this card deck whose language or usage has been slightly revised, or methods we no longer employ in the same way. Yet, I also think it will take a significant amount of time for players to adapt their games to the new system. Some groups may never make the transition.”
Di explained her decision not to halt her work on the deck, despite being curious about the upcoming D&D edition. She had already invested nearly a year into the project and felt that stopping all work in anticipation of potential changes could render her efforts obsolete. Instead, she chose to continue working with the current information and adapt if necessary when new details emerged. Essentially, she decided not to put everything on hold to wait uncertainly for a year.
As a long-time enthusiast of tabletop role-playing games, I am thrilled to recommend preordering “The Game Master’s Deck Of Boons And Banes” from your preferred retailer such as Amazon, Barnes & Noble, Target, Bookshop, or Indigo. With my extensive experience in the field, I can confidently say that this unique deck is a must-have for any game master looking to add depth and excitement to their campaigns. The launch date is set for October 1, so don’t miss out on securing your copy before it hits the shelves!
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2024-08-15 01:40