Whimsy Cards

From: Klyfix_at_aol.com
Date: Thu, 14 Aug 1997 03:40:15 -0400 (EDT)


Fabian noted....

Mgf
Anybody familiar with "Whymsie Cards"?
Whymsie Cards are tools from the GM for the players to give them more influence on the course of play.
With these cards players can interfere in the game in certain situations where
they feel that a different course of action or a certain event would be more fun.
So players and their ideas can (!) be added to the game or even plot. Sounds like a horrortrip for GMs but works fine (the GM can always veto).
The label says: " Whimsy Cards bring to life the suprise and circumstance not
normally found in role-playing adventures. Subject to gamemaster approval,
players intervene in and add to the story. Use yours to add humor, suspense,
drama, and emotion to your favorite game..."

Produced by
Lion Rampant
PO Box 621
Northfield, MN 55057

      Lion Rampant merged with White Wolf several years ago; they started to produce a series of "Storypath Cards" based on the Whimsy cards, but stopped after producing a set for Horror and one other. I picked them up, and used them in a one session (really long, 10 hours or so) scenario using RQ rules and characters, the map and (modified) setting from Twerps Fly By Knights, and some stuff from Call of Cthulhu.

       Most memoriable thing: The party had finally found the wizard who had stolen a dangerous spellbook. He summoned up a Hunting Horror (big CoC nasty) that attacked the troll healer and ripped her arm off. The player used a card that said something like "Unexpected Weakness" and declared that troll flesh was poisonous to Hunting Horrors! Immediate dead horror. It was fun, but I'd not use Whimsy Cards in anything but the lightest of games; using the cards can distract from real role-playing.

V.S. Greene : klyfix_at_aol.com : Boston, near Arkham...


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