One of my players wants a deck of many things so bad....but I've heard horror stories of how they have ruined campaigns lol so is there a way to both give him what he wants and also not have it horribly ruin the campaign while at the same time keeping the integrity of what the deck of many things represents in tact?
I'd suggest finding out why your player wants it in the first place. If they just like the idea of having a magic deck of cards with powers, then maybe a Deck of Illusions would be a better, less annoying find. If they want the random crazy powers or the thrill of the draw, maybe try the home-brewed "Deck of certain things instead?
If they are wanting very specific things from the deck and are willing to potentially ruin your game over trying to get those things, maybe see if there is a different way to fulfill those needs instead.
Either way, introducing the Deck of Many Things into a game is an experience....and more often than not, it isn't a pleasant one for most of the people involved.
I've pulled out the Deck of Many Things, going as far as buying a physical version from Etsy. My players were tasked with finding the Fates card to undo the destruction of a city.
This forced them to time travel back at behest of the card's magic. If you're not ready to have wishes thrown your way, or whole chunks of the campaign undone, or characters instantly losing their soul/essentially dying, then I wouldn't go that route.
It can definitely be fun, and add some dire situations to the game, but it can also alter things that can happen, things that are happening now, or that will happen. Most cards aren't as detrimental as people make them out to be and can further the narrative, but it definitely will shift your game in directions you didn't see coming.
My advice, have a plan in advance for what happens when each card is drawn. Come up with creative ways to interpret what the card says. I had a PC draw 6 cards from the deck, one of which ended up being the Void card. Instead of having him be incapacitated, I let him roleplay a character with no soul, (see Sam Winchester in Supernatural). Had a recurring Succubus they had encountered trade a devil for the soul, then came and taunted the PCs. She then sold it to Orcus as the PCs were becoming a thorn in his plans. Have fun with it.
The only thing about the Deck I don't like is the lose or gain XP cards. The characters in game don't know what XP is, and it's hard to describe that they suddenly feel less good at stuff. Those cards are a waste. They need a story effect, not a mechanical effect.
I have a revised version of the deck that doesnt tell players the exact outcome of the card, granting you as the DM complete control on how to interpret and implement the result.
For example:
Instead of drawing a card that says "gain x treasure", it now says "You will come unto a great treasure". Then you, as the DM just make sure they find something valuable. It could be gold, loot, magical items, or even a quest hook. It could happen immediately, or be implemented later, and its all in your control.
Let me know if youre interested and ill post it up
I agree with Metamongoose. The deck as-is is too random and can permanently alter the players and the game. In a game I was playing in, our DM gave us one (way early, like level 5) and we just ignored it.
I really like that Deck of Certain Things. The thrill of the draw without the permanent life altering changes.
Why not have the players assemble the deck from a number of cards that are scattered. Individually, the cards have no power or else a very minor power, but if the whole deck can be assembled, then wonderful/terrible things can happen. And as the players begin to accumulate a largr portion of the deck, word of their endeavor may spread to other parties interested to help/prevent/steal the forming deck.
You could homebrew a 'Deck Of Lesser Things' without such broken and f'd up abilities, but overall, I'd just say no. Hell, the thing doesn't even exist in my games.
I have been playing D&D for 35 years with the same group of friends. When we first started, the Deck was used LOTS. It was the reason for a lot of new characters needing to be created.
Yes, it did disrupt the game; however, we had a lot of laughs. I think new players will go through a stupid crazy stage in the beginning. It is something we laugh about years later. The players' playing style is different now. They are not as reckless.
I ran an adventure based around the Deck of Many Things a couple of years ago. The premise was that the party had to investigate an abandoned ship. The ship's crew had been decimated by a powerful magic item that was difficult to resist. Some called it a boon, others a curse. The party had no idea what the powerful item was. I had one player state that if they found this item, he wanted no part of it. When they found at what it was, it was like watching alcoholics being tempted with a drink. The player who swore he wanted no part of it was seriously tempted to take a card. They agonised over their decision.
As a DM, it was an adventure I was proud of. The players, like the NPC of the ship, had to fight the power of the magic item. It worked for our group as the players had that connection with the deck from when they were new players.
As an add on to my previous comment, the outcomes from the Deck are still adventure hooks in my campaign.
The party are exploring the lair of the wizard who had picked the Void card. The wizard's soul is trapped; however, he had a homunculus in his lair. I am trying to figure out whether he still has the link with the homunculus while trapped. I can't find anything that says this is not a possibility. Should the homunculus try and kill the party or try and get them to rescue the wizard? I am still in two minds.
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One of my players wants a deck of many things so bad....but I've heard horror stories of how they have ruined campaigns lol so is there a way to both give him what he wants and also not have it horribly ruin the campaign while at the same time keeping the integrity of what the deck of many things represents in tact?
Published Subclasses
I'd suggest finding out why your player wants it in the first place. If they just like the idea of having a magic deck of cards with powers, then maybe a Deck of Illusions would be a better, less annoying find. If they want the random crazy powers or the thrill of the draw, maybe try the home-brewed "Deck of certain things instead?
https://www.dndbeyond.com/magic-items/363099-deck-of-certain-things
If they are wanting very specific things from the deck and are willing to potentially ruin your game over trying to get those things, maybe see if there is a different way to fulfill those needs instead.
Either way, introducing the Deck of Many Things into a game is an experience....and more often than not, it isn't a pleasant one for most of the people involved.
I've pulled out the Deck of Many Things, going as far as buying a physical version from Etsy. My players were tasked with finding the Fates card to undo the destruction of a city.
This forced them to time travel back at behest of the card's magic. If you're not ready to have wishes thrown your way, or whole chunks of the campaign undone, or characters instantly losing their soul/essentially dying, then I wouldn't go that route.
It can definitely be fun, and add some dire situations to the game, but it can also alter things that can happen, things that are happening now, or that will happen. Most cards aren't as detrimental as people make them out to be and can further the narrative, but it definitely will shift your game in directions you didn't see coming.
My advice, have a plan in advance for what happens when each card is drawn. Come up with creative ways to interpret what the card says. I had a PC draw 6 cards from the deck, one of which ended up being the Void card. Instead of having him be incapacitated, I let him roleplay a character with no soul, (see Sam Winchester in Supernatural). Had a recurring Succubus they had encountered trade a devil for the soul, then came and taunted the PCs. She then sold it to Orcus as the PCs were becoming a thorn in his plans. Have fun with it.
The only thing about the Deck I don't like is the lose or gain XP cards. The characters in game don't know what XP is, and it's hard to describe that they suddenly feel less good at stuff. Those cards are a waste. They need a story effect, not a mechanical effect.
I have a revised version of the deck that doesnt tell players the exact outcome of the card, granting you as the DM complete control on how to interpret and implement the result.
For example:
Instead of drawing a card that says "gain x treasure", it now says "You will come unto a great treasure". Then you, as the DM just make sure they find something valuable. It could be gold, loot, magical items, or even a quest hook. It could happen immediately, or be implemented later, and its all in your control.
Let me know if youre interested and ill post it up
I agree with Metamongoose. The deck as-is is too random and can permanently alter the players and the game. In a game I was playing in, our DM gave us one (way early, like level 5) and we just ignored it.
I really like that Deck of Certain Things. The thrill of the draw without the permanent life altering changes.
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Ive put my version of the DOMT on My Creations and shared it if youre interested.
My DM gave my 5th lvl paladin a deck, and she now has the Vizier effect on her.
What do I ask the DM?
Gandalf_The_Gray, goddess of the quote chain | NG | Knowledge, Life | Female brass dragonborn head facing left
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I will be inactive until August. Thank you for your patience.
I can't think of many items that can in one sitting screw your campaign.
Just random chance can drop artifacts onto one PC and completely destroy another.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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"real life is a super high CR."
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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Why not have the players assemble the deck from a number of cards that are scattered. Individually, the cards have no power or else a very minor power, but if the whole deck can be assembled, then wonderful/terrible things can happen. And as the players begin to accumulate a largr portion of the deck, word of their endeavor may spread to other parties interested to help/prevent/steal the forming deck.
"Not all those who wander are lost"
I love the Deck of Many things as a DM. I do it the Colvillian way though. Check out Matt's video on the subject. Makes it more fun.
https://www.youtube.com/watch?v=b5pz46kEhIM
You could homebrew a 'Deck Of Lesser Things' without such broken and f'd up abilities, but overall, I'd just say no. Hell, the thing doesn't even exist in my games.
Hello?
I need answers here!
Gandalf_The_Gray, goddess of the quote chain | NG | Knowledge, Life | Female brass dragonborn head facing left
NOTICE
I will be inactive until August. Thank you for your patience.
I have been playing D&D for 35 years with the same group of friends. When we first started, the Deck was used LOTS. It was the reason for a lot of new characters needing to be created.
Yes, it did disrupt the game; however, we had a lot of laughs. I think new players will go through a stupid crazy stage in the beginning. It is something we laugh about years later. The players' playing style is different now. They are not as reckless.
I ran an adventure based around the Deck of Many Things a couple of years ago. The premise was that the party had to investigate an abandoned ship. The ship's crew had been decimated by a powerful magic item that was difficult to resist. Some called it a boon, others a curse. The party had no idea what the powerful item was. I had one player state that if they found this item, he wanted no part of it. When they found at what it was, it was like watching alcoholics being tempted with a drink. The player who swore he wanted no part of it was seriously tempted to take a card. They agonised over their decision.
As a DM, it was an adventure I was proud of. The players, like the NPC of the ship, had to fight the power of the magic item. It worked for our group as the players had that connection with the deck from when they were new players.
As an add on to my previous comment, the outcomes from the Deck are still adventure hooks in my campaign.
The party are exploring the lair of the wizard who had picked the Void card. The wizard's soul is trapped; however, he had a homunculus in his lair. I am trying to figure out whether he still has the link with the homunculus while trapped. I can't find anything that says this is not a possibility. Should the homunculus try and kill the party or try and get them to rescue the wizard? I am still in two minds.