Yeah, lots of folks don't like this item in D&D but I found the concept intriguing. And he, why not use it, right?
Well....
In my last game of D6 Fantasy, after my players defeated the baddie and saved the day, he granted them draws from the deck. And, because he's an evil bastard, re-draws.
Ouch.
The deck was modified to fit into the D6 system by me, So, here is the major draws my players drew from the deck:
First:
The Bard drew the IDIOT card.
This Reduced his KNW Attribute by 1d Permanently. It also allowed him the option to draw again, which he did.
The Bard re-drew and drew the JESTER Card.
This card gave him the choice of 100 cp's or two more draws from the deck. He chose the 100'cp.s
Second:
The Ranger drew the DONJON card.
This card immediately signifies Imprisonment. Either by the Imprisonment spell or physical imprisonment. All gear and items are stripped from the PC. This means that he is imprisoned somewhere and his stuff has been taken from him (but he could still get it back).
He disappeared from the game for now.
Third:
The Dwarf drew the STAR card.
Immediately gained 1D to any attribute score.
Fourth:
The Mage drew the TALONS card.
When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Fifth:
The Cleric drew the TALONS card.
When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
NEXT
The Baddie offered more draws for anyone who wished to take them (Eeeeeeeeviillllllll!)
Sixth:
The Bard re-drew and drew the VOID card.
This black card spells instant disaster. The character�s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere�in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards. ***
More on this below.
Seventh & Eighth:
The Dwarf re-drew and drew the GEMS card.
The character must change to a radically different alignment. If the character fails to act according to the new alignment, they lose 2d off all skills. The Dwarf chose to loose the 2d off ALL skills.
Ninth:
The Cleric re-drew and drew the FOOL card.
Loose 3D from all of your skills and you MUST draw again.
Yeah, again, ouch.
There were a few decent draws in there, but overall this group appears to have the absolute worst luck, well, ever.
One of the things I do like is how the deck can change the course of a game. Before, my players had a few things on their plate, but now? Now they not only have to find and rescue their Ranger from a prison they have no idea the location of, they then have to track down and find out what happened to the soul of their Bard.
Yeah, it kind of shook things up a little- which I like. It makes things interesting and in addition now gives my players a definite path and goal, so while it bites that they drew some of the worst possible cards, it's great becuase it instantly created several adventures for me.
So, has anyone else used this? Do you like it? Dislike it? Did it result in any wild or unpredictable things happening?
Oh, and for those interested, I used the following deck:
http://www.greenronin.com/store/product/grr3004.html
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