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Re: Hazard Cards
Posted: Thu Jul 11, 2013 8:33 pm
by SirKicley
Rich H wrote:
You'd struggle with a deck of 'random draw' cards though as hazards are based on the roles of PCs within the journey - eg, guide, scout, look out, hunter. You'd therefore need piles of cards based on role and then there'd be the terrain and circumstances to consider. A random draw may not be without it's problems so to resolve that you'd have to create some kind of system for identifying them, and if that system becomes too difficult to remember or reference then that could negate any benefit of having cards in the first place. Not insurmountable, but potential challenges nonetheless.
Someone upthread recommended color-coded tabs attached to the roles (eg green for hunter, blue for scout, red for guide, or something along that line).
But sometimes a pure random is a pure random - irrespective of a given role. Say the LM doesn't know "who" should be the target of the hazard - so a random hazard selects the role at random as well.
It also could be a way for a LM to plan the game during his writing stage for a "planned" hazard, but unsure what exactly to call for.....reach for deck and randomly draw, write into the story, voila!
Robert
Re: Hazard Cards
Posted: Thu Jul 11, 2013 8:38 pm
by Stormcrow
You could put one hazard for each role on each card. You could give the card a theme, then come up with the hazard that each role must deal with if it is the chosen role.
Re: Hazard Cards
Posted: Thu Jul 11, 2013 8:58 pm
by Valarian
I think there would be enough variety in a deck of 52 cards for the GM to leaf through before a session and pick out a few juicy hazards that the PCs are likely to face based on terrain. He can then pick a suitable hazard for the role out of that selection. No problem and no complicated reference system. Picture to scare your players with on one side. Description of the hazard on the other.
Re: Hazard Cards
Posted: Thu Jul 11, 2013 9:03 pm
by Valarian
Might have to dust off my Deck of Encounters and adapt to TOR.
Re: Hazard Cards
Posted: Thu Jul 11, 2013 9:17 pm
by Rich H
Valarian wrote:I think there would be enough variety in a deck of 52 cards for the GM to leaf through before a session and pick out a few juicy hazards that the PCs are likely to face based on terrain.
There are 50 hazards in the 5 role tables in my Additional Rules along with another 26 hazards that can be added/swapped when those first 50 are exhausted as well as 13 'interesting events'.
Re: Hazard Cards
Posted: Thu Jul 11, 2013 9:32 pm
by Dankers
See my signature for hazards/events arranged in tables... if I need one randomly I roll a d6 and d12 together, the d6 for the table and d12 for the hazard/event.
Re: Hazard Cards
Posted: Thu Jul 11, 2013 11:41 pm
by SirKicley
Valarian wrote:Might have to dust off my Deck of Encounters and adapt to TOR.
OOOOoooohh......old school!
Were talking old 2nd Ed AD&D deck of encounters??? I still have that.....er......somewhere.....in a tote......along with a bunch of other priceless gaming relics dating back to.....oh......Slave Lord Pits, Demonweb Pits.....Keep On the Borderlands.....
That being said - it would be a hard-sell for that Deck to be used with TOR I'm afraid. Not impossible - but unlikely at the very least.
Robert
Re: Hazard Cards
Posted: Fri Jul 12, 2013 9:49 am
by Valarian
Yeah, just given away my advanced age

Was thinking more of the style rather than actual encounters - though there may be a few that can be raided.
Re: Hazard Cards
Posted: Fri Jul 12, 2013 1:13 pm
by voidstate
Re: Hazard Cards
Posted: Fri Jul 12, 2013 2:43 pm
by Rich H
Those have been accommodated in my Additional Rules so would be easier to use from there as other hazards have been combined with those - ie, it's complete whereas the RPGnet thread isn't.